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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 ();
}
public function get RenderState () : RenderStateManager

Property Value

Type: Microsoft.WindowsMobile.DirectX.Direct3D.RenderStateManager
Returns the RenderStateManager structure for the device.

Examples

The following example demonstrates how to use the RenderState property.

' This code example is taken from the 
' Direct3D Mobile Texture Sample included with the 
' .NET Compact Framework samples. 

' 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 included with the 
// .NET Compact Framework samples. 

// 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"));
}

.NET Framework Security

Platforms

Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC

The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

Version Information

.NET Compact Framework

Supported in: 3.5, 2.0

See Also

Reference

Device Class

Device Members

Microsoft.WindowsMobile.DirectX.Direct3D Namespace