DirectX SDK |
This topic pertains only to application development in C++. See Direct3D Immediate Mode Visual Basic Samples.
The WBuffer sample shows how to use w-buffering.
Source: (SDK root)\Samples\Multimedia\D3dim\Src\WBuffer
Executable: (SDK root)\Samples\Multimedia\D3dim\Bin\WBuffer.exe
Press F1 to see a list of the usual commands, or choose from the menu. In addition, you can change the buffering mechanism by pressing W (w-buffering, if supported), Z (z-buffering), or N (no buffering). Note the artifacts that appear when using z-buffering.
W-buffering is a depth-buffering alternative to z-buffering and should be used in cases where z-buffering produces artifacts. W-buffering quantizes the depth buffer much better.