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DirectX 9 (Z-Buffer / Depth Buffer)
Has anyone ever had a problem with the Depth Buffer in DirectX 9.
The problem I am getting is that the buffer seems to filter data exclusively on the (Z axis)
This is fine when you start up the program but it you tern your camera around then the buffer filters incorrectly and you end up seeing distant objects drawn over closer objects as if the buffer was facing the wrong way.
My best guess is I need to redefine the buffer each time the camera changes but I do not know a way of doing this.
So if anyone out there has coded something in direct x where the camera moves 360 then please contact me.
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