Open ghost opened 7 years ago
Thanks for the report. I reproduced it in the D3D demo (doesn't appear to happen in OpenGL), we'll look into fixing for the next release.
Cheers, Miles
When I came back to this issue, now I simply initialize the Depth Stencil with 0.99999 on MSAA 8x. For MSAA 1x it also wowks with 0.999999 on my system. However, I also removed the view frustum culling, cause in my sceene (with fov = (110.0f / 180.0f) * kPi) some particles at the screen border flickered. Now all runs great.
Sometimes the composite draw has strange additional output (if the SkyDome is not already drawn). I first thought it may be caused by my view and projection matrix conversions (see my older issue #8). But these transforms work ok on the diffuse particles. The composite draw exactly receives the same data, so I think its something else.
The strange output does not occur always, it depends on the rotation/location of the cam: CompositeDrawProblem.zip It also occurs, when there is already a background picture drawn without updating the depth buffer. In my tests it never appeared when using a SkyDome (the one from the NVIDIA "Island11" sample of 2011)
Updated: On rendering a Background texture which renders with DepthStencilState DepthNormal (as in the SkyDome) the same issue occurs. (Z of the background texture is 1.0 on all 4 screen corners)
I also was able to reproduce this in the original Flex 1.2beta demo in the "Local Space Fluid" Scene: LocalSpaceFluid1.zip