Device.RenderState Property
Gets a render-state value for a device.
Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
Syntax
'Declaration
Public ReadOnly Property RenderState As RenderStateManager
'Usage
Dim instance As Device
Dim value As RenderStateManager
value = instance.RenderState
public RenderStateManager RenderState { get; }
public:
property RenderStateManager^ RenderState {
RenderStateManager^ get ();
}
/** @property */
public RenderStateManager get_RenderState ()
public function get RenderState () : RenderStateManager
Not applicable.
Property Value
Returns the RenderStateManager structure for the device.
Example
The following example demonstrates how to use the RenderState property.
' This code example is taken from the
' Direct3D Mobile Texture Sample of the
' .NET Compact Framework Samples in the SDK
' Called whenever the rendering device is reset
Friend Sub OnResetDevice(ByVal sender As Object, ByVal e As EventArgs)
Dim dev As Device = CType(sender, Device)
' Turn off culling, so we see the front and back of the triangle.
dev.RenderState.CullMode = Cull.None
' Turn off D3D lighting.
dev.RenderState.Lighting = False
' Turn on the ZBuffer.
dev.RenderState.ZBufferEnable = True
' Turn on perspective correction for textures.
' This provides a more accurate visual at the cost
' of a small performance overhead.
dev.RenderState.TexturePerspective = True
' Now create the texture.
texture = TextureLoader.FromStream(dev, _
[Assembly].GetExecutingAssembly().GetManifestResourceStream("Texture.Content.Banana.bmp"))
End Sub
// This code example is taken from the
// Direct3D Mobile Texture Sample of the
// .NET Compact Framework Samples in the SDK
// Called whenever the rendering device is reset
void OnResetDevice(object sender, EventArgs e)
{
Device dev = (Device)sender;
// Turn off culling, so we see the front and back of the triangle
dev.RenderState.CullMode = Cull.None;
// Turn off D3D lighting
dev.RenderState.Lighting = false;
// Turn on the ZBuffer
dev.RenderState.ZBufferEnable = true;
// Turn on perspective correction for textures
// This provides a more accurate visual at the cost
// of a small performance overhead
dev.RenderState.TexturePerspective = true;
// Now create our texture
texture = TextureLoader.FromStream(dev,
Assembly.GetExecutingAssembly().GetManifestResourceStream(
"Texture.Content.Banana.bmp"));
}
Platforms
Windows CE, Windows Mobile for Pocket PC, Windows Mobile for Smartphone
The Microsoft .NET Framework 3.0 is supported on Windows Vista, Microsoft Windows XP SP2, and Windows Server 2003 SP1.
Version Information
.NET Compact Framework
Supported in: 2.0
See Also
Reference
Device Class
Device Members
Microsoft.WindowsMobile.DirectX.Direct3D Namespace