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我尝试在 rendertarget2d 中绘制我的 3d 世界。如果我使用默认的渲染目标,世界看起来很完美......但如果我渲染到渲染目标2d,z 缓冲区将不起作用,并且背景中的对象将被绘制在其他人面前。

rendertarget2d 是正确的类吗?我做错了什么?

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;

    }        

}

我可以更改渲染目标中的一些设置吗?还是我必须编写一个 Z 缓冲区着色器?感谢您的帮助!

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1 回答 1

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由于我现在的机器上没有安装XNA,我只能根据以前的经验推测。

我看到两个可能出错的地方。

首先,SpriteBatch 更改了很多渲染状态,需要将其更改回用于 3D 渲染。在这里查看所有状态的概述:http: //blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4- 0.aspx

其次,但我认为这不是您的问题的原因,请尝试使用不同的清除重载清除渲染目标。

GraphicsDevice.Clear 具有以下重载,您可以在其中指定要清除的深度值:

public void Clear (
         ClearOptions options,
         Color color,
         float depth,
         int stencil
)

在此处阅读文档:http: //msdn.microsoft.com/en-us/library/ff433734 (v=xnagamestudio.40).aspx

于 2014-11-11T22:58:13.450 回答