StateBlock.Apply() Method (Microsoft.DirectX.Direct3D)
How Do I...?
- Record and Apply StateBlocks
Applies the state block to the current device state.
Definition
Visual Basic Public Sub Apply() C# public void Apply(); C++ public:
void Apply();JScript public function Apply();
Remarks
Exceptions
The method call is invalid. For example, a method's parameter might contain an invalid value.
How Do I...?
Record and Apply StateBlocks
This example demonstrates how to use state blocks to set and retrieve a device's state.
A StateBlock instance can be used to return a device to a default state. It also can be stored as a member of a class to quickly restore a desired rendering state for that class. A StateBlock is most useful when used to save default device state once a device is created. This allows for rapid restoration of default state when needed during rendering.
To record and apply a state block:
- Call Device.BeginStateBlock to begin recording device state.
- Tell the device the states and values to record.
- Call Device.EndStateBlock to stop recording device state and return a StateBlock instance containing the recorded states.
- Capture the device's current state by calling StateBlock.Capture using the previously obtained StateBlock instance.
- Do some processing that changes device state.
- Restore the device's saved states by calling StateBlock.Apply.
In the following C# code example, device is assumed to be the rendering Device.
[C#] // begin recording device state device.BeginStateBlock(); // tell device the states and values to record device.RenderState.FogStart = 0.3f; device.RenderState.FogEnd = 100.0f; device.RenderState.FogColor = Color.Gray; // stop recording device state StateBlock sb = device.EndStateBlock(); // save device states recorded above sb.Capture; // change device states device.RenderState.FogStart = 2000.0f; device.RenderState.FogEnd = 35000.0f; device.RenderState.FogColor = Color.Yellow; // render scene w/changed states device.DrawPrimitives(); // restore device's saved states sb.Apply(); // render scene w/saved states device.DrawPrimitives();