如何禁用深度缓冲区?
我没有看到 RenderState
作为 GraphicsDevice
类中的成员,这是用于禁用深度缓冲区的函数所在的位置。有人知道这个新的 4.0 API 是如何完成的吗?
如果我能以某种方式在某个地方访问完整的 RenderState 类,那就太好了。GraphicsDevice
似乎已经得到了其中的一些,但不是几乎全部!
I don't see a RenderState
as a member in the GraphicsDevice
class, which is where the functions for disabling the depth buffer used to be. Anyone know how this is done with this new 4.0 API?
It would be great if I could somehow access a full RenderState
-like class somewhere.. GraphicsDevice
seems to have gotten some of it, but not nearly all!
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啊..我会将
GraphicsDevice.DepthStencilState
设置为DepthStencilState
的实例,并设置任意数量的属性。看起来 RenderState 被分成了一堆其他状态。我之前一直在 GraphicsDevice 内部的各个属性中查找,但它们现在似乎组织得更好,以便于状态管理。Ah.. I would be setting
GraphicsDevice.DepthStencilState
to an instance ofDepthStencilState
with any number of properties set. Seems like theRenderState
was broken into a bunch of other states. I was looking for in the individual properties inside ofGraphicsDevice
before, but they seem to be better organized now for easier state management.