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directxzbuffer

Change depth buffer limits for pretransformed mesh in DirectX 9.0c


I'm writing small application that recieves pretransformed vertices and display them on screen.

FVF for vertice is defined as (and I can't change it)

#define MY_FVF D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1

Z buffer is created via fields of D3DPRESENT_PARAMETERS (this is changeable)

d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;

The problem is I get very short far clipping plane (every mesh is cliped at 1.0f from camera). I cannot use matrix projection (as I said, I got already pretransformed vertices). Is there any way to set depth buffer limit? Or is there any other way to have z-buffer with long far clipping plane on pretransformed vertices?


Solution

  • Solved, the problem was lurking completely elsewhere: the mesh I was recieving from external source was cut at 1.0f