I am doing silly things every year, but I have done a lot recently.
In the past few days, ray tracer is working. All the ray and plane traffic is delivered to normal Rasterizer. So I did something silly. For the buffer that needs to save the float result, I must select rendertarget in r32f format. RT in r32f format will not clamp the data to (0-1.0f. As a result, my model selected another material with alpha blending, so the cup appeared. My scenario is completely transparent, but not completely transparent. I think depth has a problem. I have never seen any results for a long time. Find other bugs of N multiple codes.
This is not the most silly. I sorted the rendering queue a few days ago and my rendering queue had a priority. A queue with a higher priority is drawn first. For example, draw first without half-transparent. Draw with transparency. The final draw of the overlay queue. The priority is written in the configuration file. The configuration file is loaded. After a rendering queue is created, the rendering queue needs to be sorted. I did this:
Class xrenderqueue
{
Public:
Bool operator <(const xrenderqueue & rhv) const
{
Return this-> m_priority <rhv. m_priority;
}
};
Typedef STD: vector <xrenderqueue *> vrenderqueues;
Vrenderqueues m_vqueues;
STD: Sort (m_vqueues.begin (), m_vqueues.end ());
I was dumpfounded with a breakpoint in operator. I was dumpfounded for more than two hours. Khan.
PS: I dumped a model this morning and couldn't see the role's head. After checking for more than an hour, I finally found that the alpha channel mapped by someone to my model head was completely black. ....