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AppGameKit Classic Chat / Why does render3d() give differrent results then sync()?

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Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 11th Aug 2018 17:52
Playing around with the commands render to image and render to screen …
I find it weird that render3d() Draws all 3d on top randomly on each other and not based on depth while sync renders it correctly?

Iam simply trying to get all 3d objects to render with correct depth and not on top of each other with render3d()..

Have i missed a command?
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 11th Aug 2018 22:13 Edited at: 11th Aug 2018 22:21
Might be because you need to clear the depth buffer, not sure, but sound like it...
Do you have sample code ?

Or do you render to an image ?
You need to set the last parameter to -1 to use the internal depth buffer then.
(I'm on mobile)
Cliff Mellangard 3DEGS
Developer
18
Years of Service
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Joined: 20th Feb 2006
Location: Sweden
Posted: 12th Aug 2018 01:25
i used 0 for the depth buffer setting so could be it?
and yes i render to an image.
Will try it tomorrow but i have a few ideas to get jaggys on the 3d if it dont work ..
This is how it looks right now but want jaggys on the 3d edges to fit the rest...
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 12th Aug 2018 04:11 Edited at: 12th Aug 2018 04:11
Thanks janbo it where one of the problem together with a few others
Works now.
And is really fast..
its my slow computer when i record that is the problem here…
But iam going to optimize it now when it works
Will release a new updated to the codebase when its done.

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