[GDAlgorithms-List] RE:
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From: Philip T. <pt...@mi...> - 2000-07-14 21:16:30
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IIRC D3DRENDERSTATE_ZVISIBLE is valid with ExecuteBuffers. I would hazard a guess its still defined in the header files because you can still use DX3 interfaces and EBs. Not recommended,but possible. And still the only support on NT4 SP3. -----Original Message----- From: er...@3d... [mailto:er...@3d...] Sent: Friday, July 14, 2000 11:47 AM Subject: by "Algorithms List" <do...@3d...> with SMTP id <D0000005118.OUT>; Fri, 14 Jul 2000 10:52:56 -0700 Received: from mta03-svc.ntlworld.com [62.253.162.43] by mail.800hosting.com with ESMTP (SMTPD32-5.05) id A5B520870242; Fri, 14 Jul 2000 13:02:29 -0500 Received: from ultraviolet ([62.254.9.22]) by mta03-svc.ntlworld.com (InterMail vM.4.01.02.27 201-229-119-110) with SMTP id <20000714175722.YAM16423.mta03-svc.ntlworld.com@ultraviolet> for <alg...@3d...>; Fri, 14 Jul 2000 18:57:22 +0100 Message-ID: <00c101bfedbc$f5bc5be0$8c00a8c0@ultraviolet> From: "gl" <gl...@nt...> To: "Algorithms" <alg...@3d...> Date: Fri, 14 Jul 2000 18:57:21 +0100 MIME-Version: 1.0 Content-Type: text/plain; charset="Windows-1252" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 X-RCPT-TO: <alg...@3d...> X-UIDL: 3728 Status: U List-Server: DOLIST Server Expert 3.4 B1999 More information <http://www.dolist.net> List-Help: <mailto:do...@3d...?body=help%20algorithms> List-Unsubscribe: <mailto:do...@3d...?body=leave%20algorithms> List-Subscribe: <mailto:do...@3d...?body=join%20algorithms> List-Post: <mailto:alg...@3d...> List-Owner: <mailto:lis...@3d...> List-Archive: <mailto:do...@3d...?body=search%20algorithms%20date%202000-07-14> List-Info: Algorithms List X-Tracking: #alg...@3d...# X-DOLIST-Unsubscribe: To leave, send 'leave algorithms' to 'do...@3d...' Subject: Re: [Algorithms] Resent-From: alg...@3d... Errors-To: er...@3d... Return-Path: er...@3d... Reply-To: "Algorithms List" <alg...@3d...> > Well my geometry is usually very complex and multi-textured. I'm using D3D > for a 3D software package and not a game, so the user may have extremelly > large datasets with lots of quality per mesh which might not even be seen. > Therefore, I would be flushing the pipeline, but in turn might save from > updating higher res animated textures, from performing bump-mapping routines > or any other complex material shader algo, from sending large amounts of > textures or geometry to the card... Much work may be saved. So that's > kindoff why I'm trying to weigh the pros and cons of this. But I see > ZVISSIBLE is not supported right? Still in D3D but not supported, why don't > they yank it out then, they must still think their is hope because it's > still in DX8 but still unsupported... (Outlook Express header hell...) Yep, it's one of those imponderables. Tony (if you're listening), why exactly is ZVISIBLE still around? If it worked, I'd use it of course, but as it stands ... -- gl -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To unsubscribe from this list, send an e-mail to "do...@3d..." with the following body: leave algorithms Web Archives of this list can be found at: http://216.101.212.117/cgi/doweb.exe?list=algorithms -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |