2017-04-16 89 views
2

問題是如果我旋轉三角形,並且旋轉超過1.6f,它開始閃爍。DirectX 11對象閃爍旋轉

example

這裏是一段代碼:

,尤其是圓形是其在渲染器initalized

mCamPosition = D3DXVECTOR3{ 0.0f, 0.0f, -0.5f }; 
mCamTarget = D3DXVECTOR3{ 0.0f, 0.0f, 0.0f }; 
mCamUp = D3DXVECTOR3{ 0.0f, 1.0f,0.0f }; 

D3DXMatrixLookAtLH(&mCamView, &mCamPosition, &mCamTarget, &mCamUp); 
D3DXMatrixPerspectiveFovLH(&mCamProjection, 0.4f * static_cast<float32>(M_PI), 
    static_cast<float32>(pWindow->GetSize().Width)/static_cast<float32>(pWindow->GetSize().Height), 
    1.0f, 
    1000.0f); 

-part主循環的一個小的設定

... 
rotation += 0.0005f; 
MeshTransform.SetRotation(rotation); 

Renderer->Clear(); 
Renderer->Draw(Mesh, Shader, &MeshTransform); 
Renderer->Display(); 
... 

- 繪圖函數的一部分

D3DXMATRIX MeshTranslation; 
D3DXMATRIX MeshRotaiton; 
D3DXMATRIX MeshWorld; 

D3DXMatrixIdentity(&MeshWorld); 
D3DXMatrixIdentity(&MeshRotaiton); 
D3DXMatrixIdentity(&MeshTranslation); 

//Translation 
D3DXMatrixTranslation(&MeshTranslation, pTransform->mPosition.X, pTransform->mPosition.Y, 0.0f); 


//Rotation 
D3DXVECTOR3 RotAxis{ 0.0f, 0.0f, 1.0f }; 
D3DXMatrixRotationAxis(&MeshRotaiton, &RotAxis, pTransform->mRotation); 


MeshWorld = MeshRotaiton * MeshTranslation; 


mWVP = MeshWorld * mCamView * mCamProjection; 
D3DXMatrixTranspose(&mCBPerObject.WVP, &mWVP); 

pContext->DeviceContext->UpdateSubresource(pPerObjectBuffer, NULL, nullptr, &mCBPerObject, NULL, NULL); 
pContext->DeviceContext->VSSetConstantBuffers(0, 1, &pPerObjectBuffer); 


pContext->DeviceContext->VSSetShader(pShader->cpVertexShader.Get(), 0, 0); 
pContext->DeviceContext->PSSetShader(pShader->cpPixelShader.Get(), 0, 0); 
...Drawing 

-Shader文件

cbuffer cbPerObject 
{ 
    float4x4 WVP; 
}; 

struct VS_OUTPUT 
{ 
    float4 Position : SV_POSITION; 
    float4 Color : COLOR; 
}; 

VS_OUTPUT VS(float4 InPosition : POSITION, float4 InColor : COLOR) 
{ 
    VS_OUTPUT Output; 

    Output.Position = mul(InPosition, WVP); 
    Output.Color = InColor; 

    return Output; 
} 

float4 PS(VS_OUTPUT Input) : SV_TARGET 
{ 
    return Input.Color; 
} 

回答

0

調整投影矩陣的近平面...嘗試爲近平面較低 值。

+0

我試了一個更高的值,它沒有工作,我試過一個較低的值它工作謝謝你! –

+0

好吧,我編輯了我的答案..謝謝你的糾正 – Nain