Clipping using SV_CLIPDISTANCE
If you have written a custom shader for DXEngine, then you are surely not a beginner anymore.

It is hard to say why the other objects are rendered with a standard effect. 

How do you apply your custom effect?

You can also use the DXEngineSnoop to diagnose the problem - the tool is installed to the Tools folder in the DXEngine folder. To use it start your application so that the 3D scene is shown, then start DXEngineSnoop and connect to your application. A diagnostics window should open - from there you can open a menu and dump SceneNodes and RenderingQueues - this would give you some insight on which effect is used. You can also click on "DXEngine settings" to disable some optimizations. Read more here:

You said that if you set alpha to less then 1, then everything is rendered correctly - in this case the objects are put into the TransparentRenderingQueue - this does not use some optimizations (command list caching, multi-threading). So maybe the problem is caused by some optimizations - you can disable them in code with:

           _mainDXViewportView.DXSceneDeviceCreated += delegate(object sender, EventArgs args)
               _mainDXViewportView.DXScene.MaxBackgroundThreadsCount = 0;
               _mainDXViewportView.DXScene.IsCachingCommandLists = false;
Andrej Benedik

Messages In This Thread
Clipping using SV_CLIPDISTANCE - by TrialUser - 07-03-2020, 11:33 AM
RE: Clipping using SV_CLIPDISTANCE - by abenedik - 07-04-2020, 10:37 AM
RE: Clipping using SV_CLIPDISTANCE - by TrialUser - 08-12-2020, 01:16 PM

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