Nóta
Aðgangur að þessari síðu krefst heimildar. Þú getur prófað aðskrá þig inn eða breyta skráasöfnum.
Aðgangur að þessari síðu krefst heimildar. Þú getur prófað að breyta skráasöfnum.
After you create a depth buffer, as described in Creating a Depth Buffer (Direct3D 9), you enable depth buffering by calling the IDirect3DDevice9::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 doesn't use the Direct3D transformation pipeline. For information about providing an appropriate projection matrix, see A W-Friendly Projection Matrix
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