Depth problems with CustomVertex

Hello,

I am developing a 3d engine using Visual Basic, but I am encountering some problems.

- I store a terrain made from a heightmap in a customvertex (Am I even allowed to do that?). The problem is, when I draw it and rotate the camera around, I notice the landscape isn't depth-buffered (Polygons in the back actually appear in the front) (edit: I do have AutoDepthStencil turned on and my ZnearPlane = 0)

- I have no idea how to load/draw an animated model.

Could someone help me with these?

Thanks in advance,

Michel

[583 byte] By [MichelPaulissen] at [2007-12-22]
# 1

Heh :) Well, it may sound stupid, but probably the problem is that the near clip plane is 0.0 :) change it to 1.0, for example and see if it works nicely.

I've once had such a problem myself :)

MeierLink at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...
# 2

..as for the animated model, if you are to create a serious engine, you should look for information about skeletal animation 'n stuff. It's too large theme to discuss here for starters. In the other case, use set of models to do the animation (Like Serios Sam did in the first engine), or use DX's .x files, which however bound you to a count of dx functions and stuff and takes away from you the pleasure of having the freedom to design your engine as you wish it to be. :)

Hope i was helpful.

MeierLink at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...
# 3

MeierLink wrote:

Heh :) Well, it may sound stupid, but probably the problem is that the near clip plane is 0.0 :) change it to 1.0, for example and see if it works nicely.

I've once had such a problem myself :)

..as for the animated model, if you are to create a serious engine, you should look for information about skeletal animation 'n stuff. It's too large theme to discuss here for starters. In the other case, use set of models to do the animation (Like Serios Sam did in the first engine), or use DX's .x files, which however bound you to a count of dx functions and stuff and takes away from you the pleasure of having the freedom to design your engine as you wish it to be. :)

Hope i was helpful.

Thanks. But my near clip plane already is set to 1.0.

About the animated model: I hoped someone was able to link me to a managed tutorial about the .x animations or something.

MichelPaulissen at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...