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Good time. There is a problem with "set direct drawing" enabled. When overlapped by another object, the desired animation falls on the farthest layer. When "debug draw surface area" is enabled, this problem is solved. I see a solution to keep it on at all times. How can I remove the green border?

Thank you for your report.

We are aware of the issue. We would like to fix it.
This seems to be happening in DirectX11.

In addition, we have confirmed that it does not happen in DX9, so you can try using it until the problem is fixed.

Thanks for the reply. I checked it out. Unfortunately, my project is not compatible with DX9. I would like to know how to remove the green border from the Debug draw surface area.

A revised version has been uploaded.

Thank you. It works great.

It is possible to erase lines with Debug_DrawSurfaceArea(0).
(This is a function to check the area where the object exists)

Of course, if you do so, the display order will be out of order, which is the problem in this case.
It is also unexpected that the display order has been normalised by Debug_DrawSurfaceArea(1).

We'll hurry up and fix it.

I tried to leave this mode on, but with hidden lines, for this reason.

Debug_DrawSurfaceArea is an instruction to produce a line.
Function for checking the position of an object's existence.
Usage is for debugging.

If (0) is specified, the line disappears.
If (1) is set, the line is drawn.

The default is 0, so there must be an instruction somewhere that sets it to (1).

(1 edit)

Understood. It's strange that it was the lines that fixed the "set direct drawing".

This is probably due to the DirectX11 drawing system.

The line drawing process is not a process within the GPU, so the drawing is flushed at that timing and

I think the drawing data up to that point was processed in the correct order.

At any rate, thanks for the report!