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This is retired content. This content is outdated and is no longer being maintained. It is provided as a courtesy for individuals who are still using these technologies. This content may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist. |
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4/8/2010
After you create a depth buffer, as described in Creating a Depth Buffer, you enable depth buffering by calling the IDirect3DMobileDevice::SetRenderStatemethod. Set the D3DMRS_ZENABLE render state ( see D3DMRENDERSTATETYPE)to enable depth-buffering. Use the D3DMZB_TRUEmember of the D3DMZBUFFERTYPEenumerated type (or TRUE) to enable z-buffering, D3DMZB_USEW to enable w-buffering, or D3DMZB_FALSE (or FALSE) to disable depth buffering.
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To use w-buffering, your application must set a compliant projection matrix even if it does not use the Microsoft® Direct3D® Mobile transformation pipeline. For information about providing an appropriate projection matrix, Projection Transformations. |