Latest Posts
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In case of Depth prepass causes Z-fighting
If your engine uses Depth-prepass (aka Z-prepass), when you render geometry in 2 passes, first render only depth, and with the second pass you draw the same objects, but with full shading and only where the depth coincides with the one already recorded. This is done to optimize overdraw in the second pass.
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Don't use D3DPOOL_DEFAULT for buffers in D3D9
Long story short
Use D3DPOOL_MANAGED for buffers in D3D9 API instead of D3DPOOL_DEFAULT, because it can cause a critical performance hit on all (Nvidia, AMD) current drivers (2021 year). Also do not use D3D9Ex - because you cannot use D3DPOOL_MANAGED in it.