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Enabling Depth Buffering

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

After you create a depth buffer, as described in Creating a Depth Buffer, you enable depth buffering by calling the IDirect3DMobileDevice::SetRenderState method. Set the D3DMRS_ZENABLE render state ( see D3DMRENDERSTATETYPE)to enable depth-buffering. Use the D3DMZB_TRUE member of the D3DMZBUFFERTYPE enumerated type (or TRUE) to enable z-buffering, D3DMZB_USEW to enable w-buffering, or D3DMZB_FALSE (or FALSE) to disable depth buffering.

Note

To use w-buffering, your application must set a compliant projection matrix even if it does not use the Microsoft® Direct3D® Mobile transformation pipeline. For information about providing an appropriate projection matrix, Projection Transformations.

See Also

Concepts

Depth Buffers