needforhint

hello,

Though I know I am posting in wring forum, but the XNA forum is closed, moved away. I tried to access the butty looking forums but even Gamertag didn't help. So please, I am just a coder who does not want to loose his dignity on Xbox pages (and who allready lost half an hour registering for nothing). Here is the problem finally. I dont know since when my application began to render all meshes without z consideration. Not only the meshes are droven over them selfs, but also the back sides of them are droven over them selfes. I think it is an issue with my shaders in fx file I use to render with. The z buffer and projection are set ok and were working correctly. This shader Z problem I am sure someone else have experienced too. the shader is compiled without errors.

Also very interesting is the fact that vertex demands positon in their input to be 4 float vector, wile position in direct3d steam vertex declarations are always 3 float vectors. Why is that (and why ,my shader is so crazy)




Re: XNA Framework DX9 help, strange shader z failing

Andreas Johansson

The XNA forums here are not closed. Moved your post to the XNA framework forum and if not suitable you should be able to post in the appropiate XNA forum and delete this post.




Re: XNA Framework DX9 help, strange shader z failing

The ZMan

Andreas - the forums are closed see http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1574544&SiteID=1 - however as a mod you can still move thread in there. But they won't get answered.

needforhint - http://forums.xna.com is the right place. I'm not sure why you are having problems and yes you need a gamertag but theres thousands of people over there answering questions whereas there's nobody here.






Re: XNA Framework DX9 help, strange shader z failing

Andreas Johansson

Oops, sorry for re-recommending a closed forum. I was not up to date with the XNA forums.

Thanks ZMan for catching my mistake. I can not move posts between sites, even if they are on the same server as TechNet and MSDN are.