Enabling Depth Buffering |
After creating a depth buffer (as described in Creating a Depth Buffer), you enable depth buffering by setting the RenderStateManager.ZBufferEnable property of the Device.RenderState property to true. To enable w-buffering, set the device's render state RenderStateManager.UseWBuffer property to true. These steps are illustrated in the following C# code example.
[C#]
using System; using Microsoft.DirectX.Direct3D; // Declare a rendering device. Device device = null; // Initialize the device. . . . // Get the device's render state object. RenderStates rs = device.RenderState; // Enable depth buffering. rs.ZBufferEnable = true; // Render the scene. . . . // Disable depth buffering // (note the different syntax; both forms are acceptable) device.RenderState.ZBufferEnable = false; // Use w-buffering. device.RenderState.UseWBuffer = true;
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