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D3D vs. OpenGL rendering for radar resource

by napiersabre · in Torque Game Engine · 05/23/2007 (5:22 pm) · 0 replies

D3D and GL rendering behave differently in using Matt Webster/Thor Zollinger's radar resource ( http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3846 ). I'd expect this, given the GL calls in the code, but I'm a bit perplexed by the following: I have some GL instructions rendering fine in D3D, but others aren't.

With GL rendering, everything works as expected -- radar blips and another overlay drawn with GL that I added to the radar based on the view wedge in the map code (though I'm not using the map). With D3D rendering, only the GL overlay that I added displays -- the blips/contacts do not. Switching between the two modes in the engine sees the blips appear (in GL) and disappear (in D3D), while the other overlay is unaffected.

So, what fundamental thing am I missing here? I haven't found an explanation in searching here, but apologies in advance if it's right under my nose.