I try to draw my 3d world in a rendertarget2d. If I use the default rendertarget, the world looks perfect... but if i render to a rendertarget2d the z buffer does not work and object in the background will be drawed in front of others.
is rendertarget2d the right class? and what does I do wrong?
public class Camera
{
public Matrix View { get; set; }
public Matrix Projection { get; set; }
public RenderTarget2D RenderTarget { get; set; }
public Vector2 Screen { get; set; }
public Effect ZBufferEffect { get; set; }
private GraphicsDevice device;
public void Draw(SpriteBatch spriteBatch, Player player, SpriteFont font)
{
device.SetRenderTarget(RenderTarget);
device.Clear(Color.Black);
device.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true };
// Draw the scene
View = Matrix.Invert(Object.OBJECTS[0].PosRotSca);
View *= Matrix.CreateTranslation(0, -5, -5);
View *= Matrix.CreateRotationX(MathHelper.ToRadians(20));
foreach(Object obj in Object.OBJECTS)
{
foreach(ModelMesh mesh in Game1.modelArray[obj.Model].Meshes)
{
//foreach (ModelMeshPart part in mesh.MeshParts)
//{
// part.Effect = ZBufferEffect;
// ZBufferEffect.Parameters["World"].SetValue(obj.PosRotSca * mesh.ParentBone.Transform);
// ZBufferEffect.Parameters["View"].SetValue(View);
// ZBufferEffect.Parameters["Projection"].SetValue(Projection);
// ZBufferEffect.Parameters["ModelTexture"].SetValue(Game1.textureArray[obj.Texture]);
// ZBufferEffect.Parameters["invert"].SetValue(false);
//}
foreach (BasicEffect effect in mesh.Effects)
{
effect.Texture = Game1.textureArray[obj.Texture];
effect.TextureEnabled = true;
effect.World = obj.PosRotSca;
effect.View = View;
effect.Projection = Projection;
}
mesh.Draw();
}
}
device.SetRenderTarget(null);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
SamplerState.LinearClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(RenderTarget, new Rectangle(0, 0, device.Viewport.Width, device.Viewport.Height), Color.White);
spriteBatch.End();
}
public Camera(GraphicsDevice device)
{
RenderTarget2D rt = new RenderTarget2D(
device,
device.PresentationParameters.BackBufferWidth,
device.PresentationParameters.BackBufferHeight,
false,
device.PresentationParameters.BackBufferFormat,
DepthFormat.Depth24);
RenderTarget = rt;
this.device = device;
}
}
can I change some settings in the rendertarget? or does I have to write a Z-buffer shader? Thank you for your help!
Since I have no XNA installed on my machine right now, I can only speculate based on previous experience.
I see two possible places where things might go wrong.
First of all, the SpriteBatch changes a lot of render states that need to be changed back for 3D rendering. Take a look here for an overview of all the states: http://blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4-0.aspx
Secondly, but I don't think this is the cause of your problem, try clearing the render target with a different clear overload.
GraphicsDevice.Clear has the following overload where you can specify the depth value to clear to:
Read the docs here: http://msdn.microsoft.com/en-us/library/ff433734(v=xnagamestudio.40).aspx