okey
BBDECL void BBCALL xCreateDSS ( int width,
int height
)
Creates a depth-stencil surface.
Depth-stencil surface is used for z-buffer technique. It's used to write the scene depth for clipping invisible pixels. By default DSS is used with backbuffer dimensions, but if you want to render to larger textures you must create DSS with an appropriate dimensions. E.g. if you use 800x600 mode, default DSS will be 800x600 too. If you want to render to 1024x1024 texture (e.g. for shadows), you must call xCreateDSS(1024, 1024) to make things work.
Parameters:
width Depth-stencil surface width
height Depth-stencil surface height
|
Захотелось мне нарисовать вершины на мешах, а те из них которые не видимы, что бы не рисовать. И захотелось мне читать для каждого пикселя его з-буффер. Как?
Какая интересная функция
BBDECL void BBCALL xSetRenderWindow ( HWND window )
Sets the window for rendering.
It may be used by map editor or other tools to render into some gadgets.
Parameters:
window Pointer to rendering window
|