Am 26.01.2010 um 18:31 schrieb Henri Verbeet:
> +/* This test tests depth clamping / clipping behaviour:
> + *   - When D3DRS_CLIPPING is disabled depth values are *clamped* to the

> + *   minimum/maximum z value.+    hr = 
> IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
> +    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
It would be interesting to see how D3DCMP_GREATER behaves with clipping off. 
Does the clamping occur before the depth test, or after the test but before 
writing the values into the depth buffer. (ie, is 3.0 > 1.0 or is 3.0 == 1.0)

A floating point depth buffer might be interesting as well to see if the 
clamping is done explicitly, or if just happens due to the limited value range 
in the depth buffer. I'm fine with postponing this until we get serious about 
float depth buffers though. (fwiw, ARB_depth_buffer_float suggests that the app 
will be able to use depths outside 0;1, but doesn't expose this yet, and is 
left open for future extensions)



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