D3D-native depth conventions

This commit is contained in:
Jack Andersen
2016-04-02 19:20:21 -10:00
parent 01649d42f6
commit 4c8e36f3e3
2 changed files with 5 additions and 4 deletions

View File

@@ -500,7 +500,7 @@ class D3D11ShaderPipeline : public IShaderPipeline
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
dsDesc.DepthEnable = depthTest;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
dsDesc.DepthFunc = D3D11_COMPARISON_GREATER;
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
@@ -915,7 +915,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
if (render)
m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor);
if (depth)
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0);
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
}
void draw(size_t start, size_t count)