Ok I found the stupid stupid problem. Sorry about this.
I made a real junior programming mistake. To allocate vertex buffers I use.
To allocate temporary buffer for the vertex data while I buffer drawing commands.
I never set the z component of the vertex data for Solid Vertexs since well it was zero. Only if you init to zero. DOOH!
Until I can make arrangments for new place to upload updated driver if someone could change
Dx9Max2dGraphicsDriver and find above lines change to
And confirm if it fixes the bizzare random glitches it would be appreciated. I guess I got burned with most of my testing with textured quads not enough with untextured.
Man that was stupid.
Let me know.
DStastny
I made a real junior programming mistake. To allocate vertex buffers I use.
_PrimativeSolidBuffer= MemAlloc(SOLIDVBBUFFERSIZE) _PrimativeTextureBuffer= MemAlloc(TEXTVBBUFFERSIZE)
To allocate temporary buffer for the vertex data while I buffer drawing commands.
I never set the z component of the vertex data for Solid Vertexs since well it was zero. Only if you init to zero. DOOH!
Until I can make arrangments for new place to upload updated driver if someone could change
Dx9Max2dGraphicsDriver and find above lines change to
_PrimativeSolidBuffer= MemAlloc(SOLIDVBBUFFERSIZE) _PrimativeTextureBuffer= MemAlloc(TEXTVBBUFFERSIZE) ' Init buffers MemClear(_PrimativeSolidBuffer,SOLIDVBBUFFERSIZE) MemClear(_PrimativeTextureBuffer,TEXTVBBUFFERSIZE)
And confirm if it fixes the bizzare random glitches it would be appreciated. I guess I got burned with most of my testing with textured quads not enough with untextured.
Man that was stupid.
Let me know.
DStastny