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Enabling Depth Buffering

After you create a depth buffer, as described in Creating a Depth Buffer, you enable depth buffering by calling the IDirect3DDevice8::SetRenderState method. Set the D3DRS_ZENABLE render state to enable depth-buffering. Use the D3DZB_TRUE member of the D3DZBUFFERTYPE enumerated type (or TRUE) to enable z-buffering, D3DZB_USEW to enable w-buffering, or D3DZB_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® transformation pipeline. For information about providing an appropriate projection matrix, see W-Friendly Projection Matrix. The projection matrix discussed in What Is the Projection Transformation? is compliant.

See Also

Using Depth Buffers

 Last updated on Thursday, April 08, 2004

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