New answers tagged depth-buffer
A solution to this problem is presented in 3D Graphics with XNA Game Studio 4.0 (The XNA and directX-ness of the book is not relevant to the solution.) Although the method is technically imperfect and presented as a solution for billboarding, it works when disabling the depth buffer and z-sorting is a not viable method. The problem is described as ...
I found what the issue was. dsvDesc.Texture2DArray.ArraySize = arraySize; // The value is 25 here I thought that it wanted to know the full size of the array, but as I read the msdn article, it is actually the number of texture to use and so that value should be set to 1.
You're using FPS is a profiling metric, which is a pretty bad idea because it is a non-linear measure. 525 FPS is about 0.001904 seconds per frame. 515 FPS is about 0.001941. That is a difference of about 0.000037 seconds, which is significantly less than a millisecond. Even between 480 (0.00208) and 525 FPS, that's only a difference of 0.000176 seconds ...
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