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- //-----------------------------------------------------------------------------
- // Name: StencilDepth Direct3D Sample
- //
- // Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
-
-
- Description
- ===========
- The StencilDepth sample uses stencil buffers to display the depth complexity
- of a scene. The depth complextity of a scene is defined as the average
- number of times each pixel is rendered to.
-
- Stencil buffers are a depth buffer technique that can be updated as
- geometry is rendered, and used again as a mask for drawing more geometry.
- Common effects include mirrors, shadows (an advanced technique), dissolves,
- etc..
-
- Note that not all cards support all features for all the various stencil
- buffer techniques (some hardware has no, or limited, stencil buffer
- support). For more information on stencil buffers, refer to the DirectX SDK
- documentation.
-
-
- Path
- ====
- Source: DXSDK\Samples\Multimedia\D3D\StencilBuffer\StencilDepth
- Executable: DXSDK\Samples\Multimedia\D3D\Bin
-
-
- User's Guide
- ============
- The following keys are implemented. The dropdown menus can be used for the
- same controls.
- <Enter> Starts and stops the scene
- <Space> Advances the scene by a small increment
- <F1> Shows help or available commands.
- <F2> Prompts user to select a new rendering device or display mode
- <Alt+Enter> Toggles between fullscreen and windowed modes
- <Esc> Exits the app.
-
-
- Programming Notes
- =================
- Displaying depth complexity is a valuable tool to analyze the performance of
- a scene. Scenes with high amounts of overdraw could benefit from some scene
- optimization, such as sorting the geometry in a front-to-back order.
-
- Note that not all cards support all features for all the various stencil
- buffer techniques (some hardware has no, or limited, stencil buffer
- support). For more information on stencil buffers, refer to the DirectX SDK
- documentation.
-
- This sample makes use of common DirectX code (consisting of helper functions,
- etc.) that is shared with other samples on the DirectX SDK. All common
- headers and source code can be found in the following directory:
- DXSDK\Samples\Multimedia\Common
-