Direct3D Z order question
Joseph Garvin
k04jg02 at kzoo.edu
Sat Feb 11 17:41:06 CST 2006
Stefan Dösinger wrote:
>If I force the z value in the [0.0, 1.0] range, it is shown, but the rest is
>broken obviously.
>
>
Err reading your e-mail again, pardon my directx ignorance, but aren't
all d3d z values supposed to be in the [0.0, 1.0] range? I thought that
was the range for the z buffer. I recall reading that one of the main
annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0]
for depth and D3D used [0.0, 1.0].
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