CEGUI渲染冲突问题
在Directx中使用CEGUI时渲染状态会产生一些冲突,导致DX画出来的图形不能正常显示,原因是CEGUI的Direct3D9Renderer::beginRendering()
更改了渲染状态和一些变换,所以解决方法是在DX画图形之前恢复你的渲染状态和变换:
void graphicApp::beginRenderMode() { pDevice->SetFVF(NULL); pDevice->SetRenderState(D3DRS_LIGHTING, FALSE); pDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //pDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); pDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); pDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO); pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT); pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT); pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); D3DXMATRIX startMat(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1);//初始矩阵 pDevice->SetTransform(D3DTS_WORLD, &startMat); D3DXVECTOR3 position(0.0f,0.0f,-3.0f); D3DXVECTOR3 targect(0.0f,0.0f,0.0f); D3DXVECTOR3 up(0.0f,1.0f,0.0f); D3DXMATRIX V; D3DXMatrixLookAtLH(&V,&position,&targect,&up); pDevice->SetTransform(D3DTS_VIEW,&V); D3DXMATRIX proj; D3DXMatrixPerspectiveFovLH(&proj,D3DX_PI * 0.5f,width/height,1.0f,1000.0f); pDevice->SetTransform(D3DTS_PROJECTION,&proj); }