Posted by: PNill
« on: April 26, 2016, 09:25:54 AM »I don't have much experience with d3d either, but in opengl I use glClear, and with 3D games usually graphics programmers set it to also clear the depth buffer and stencil buffer. Sometimes those two buffers are even combined. I doubt this game does anything with the stencil buffer though.
This is the kind of thing I've missed in the past, even when I've written it myself. Then worn myself out for a week trying to figure out why something isn't rendering properly. It's kind of interesting to me that that's a problem that exists in the PC version at all. That's the kind of thing I'd think they'd notice and fix early on in the development of the multiplayer.
To clarify I don't have experience with OpenGL or d3d I've never really done 3D programming I know enough to rip functions and hook areas to do basic rendering of text and menus which other people wrote handlers for but not enough to write my own stuff from scratch.
Well I'm thinking that it got screwed up some how when they were porting to PC because the entire rendering loop for the multiplayer mode is different from the single player,
Multiplayer was never even intended to be functional on PC in-fact there's literally no way to bind controls to the 2nd player.
In theory I could make it happen and add split-screen support by basically updating the memory of the player but that's besides what we're talking about..
So yeah, I had to use PIX to find it and I watched the depth buffer get cleared out here's an example

