SharpDX, DX11 and Stencil Buffers


jald
HOME ยป Game Development

I'm attempting to draw a shape/texture to the stencil buffer and then clip subsequent renderings to that stencil buffer. I've gone through the SharpDX forums and the section on depth stencil buffers in "Introduction to 3D Game Programming with DirectX 11", but it's still not quite clicking. Here are the two DepthStencilStates I'm switching between to attempt to accomplish this effect: var defaultDepthStencilStateDescription = DepthStencilStateDescription.Default(); defaultDept

Related to : SharpDX, DX11 and Stencil Buffers
SharpDX, DX11 and Stencil Buffers
Game Development

I'm attempting to draw a shape/texture to the stencil buffer and then clip subsequent renderings to that stencil buffer. I've gone through the SharpDX forums and the section on depth stencil buffers in "Introduction to 3D Game Programming with DirectX 11", but it's still not quite clicking. Here are the two DepthStencilStates I'm switching between to attempt to accomplish this effect: var defaultDepthStencilStateDescription = DepthStencilStateDescription.Default(); defaultDept
Can someone explain the buffers(stencil) to me?(and more...)
Game Development

What I know so far...
Hello,
Let me try to get this straight. When you setup a video mode to have 32 Bits-Per-Pixel you basically have a color buffer of the size of 2^32, meaning that you application can display 2^32 different colors if the GPU allows it. When you set a depth buffer to be 16 bits this means that your depth buffer is of size 2^16 and has 2^16 "levels" of z values(Im still a little fuzzy on this one).
Stencil buffer concerns.
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This is a continuation of my previous problem and post, seen here. Thanks to the answer I received there I feel I was able to get a little closer to my goal, as well as further my learning of OpenGL, but shortly after figuring out the basics of working with stencil buffers, I've run into a problem.It seems that when I draw a sprite to the stencil buffer, it draws the entire square area, rather than just the pixels that aren't fully transparent as I had ignorantly hoped. I vaguely understand
Real time soft shadows without stencil buffers
Game Development

I'm really curious how the following is done



They seem to achieve real time softish shadows on the iphone which does not have a stencil buffer available. It seems to run pretty fluid here http://www.youtube.com/watch?v=u5OM6tPoxLU


Anyone has an idea?




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