   Transformed Vertex Ordering
  Hi,I am pretty sure I have read this somewhere, but I''m not sure where.  I think I remember reading that the z value (has to be between 0 and 1) for transformed vertices will determine the order of vertices drawn in a vertex buffer.i.e. if you draw 2 triangles with a z value of 0 and 2 triangles with a z value of 0.5, the ones with a z value of 0 will be in front of the ones with the value of 0.5.  Is this true?If so, what are the restrictions?  Do the triangles all have to be declared in the same vertex buffer?  Or can I make two DrawPrimitive calls (one for the 0 z and one for the 0.5 z)?  Also, does the ZENABLE render state have to be true?The reason I''m asking is that I am working on a windows system that I want to have an active window in (on top), and for some reason the selected window with a lower z value does not appear in front of the higher z valued window.Thanks for help,Chris 
  I think you''re totally confusing Windows Z-Order with the z depth in a frame.  Windows Z-Order is simply the order in which windows display on the screen; higher is on top.  Any window set to Always On Top will always be on top (basically, if I recall correctly, the Always On Top windows resolve their Z-Orders separately from all other windows).A depth buffer is per-window only.  Windows itself knows nothing about the depth values in a frame.  That''s done within the drawing of a window, and doesn''t interact with others.   I like pie. ;  Sorry, you misunderstood my question.  I''m not talking about Microsoft Windows.  I''m talking about my own window rendering system using 3D acceleration using transformed vertices.  This is what I meant by "windows system".  I am drawing the quads for each window.  All of this takes place inside a single Microsoft window connected to a 3D Device.  Hope that makes more sense.Thanks,Chris ;  HiI understand what you mean I will give you something more then arranging :if I want to draw a TLV behind the 3D I have to do 2 things :1- change the software_proccessing to hardware (otherwise my sprite get disappeared)2- Set V = 0So Z = 1 appears behind Z = 0and i am using DrawPrimativeUp method since its (4) vertex .. in for next loop for all my sprites (TLV) regards   [edited by - Yazeed on February 11, 2004 1:36:29 PM]