使用 directxtk 禁用 z 缓冲不起作用

disable z buffering is not working using directxtk

我正在尝试禁用和启用 z 缓冲区,但 skydome 仍然写入 z 缓冲区。为此,我正在使用 DirectXTK,但它似乎无法正常工作。

    CommonStates states(m_Graphics.getDevice());
    m_Graphics.getContext()->RSSetState(states.CullNone());
    XMMATRIX sphereWorld;
    XMMATRIX sphereScale = XMMatrixScaling(200.0f, 200.0f, 200.0f);
    XMMATRIX Translation = XMMatrixTranslation(m_Camera.Position().x, 
        m_Camera.Position().y, m_Camera.Position().z);

    sphereWorld = sphereScale*Translation;
    m_Graphics.getContext()->OMSetDepthStencilState(states.DepthNone(), 1);
    m_shape->Draw(sphereWorld,m_Camera.ViewMatrix(), m_Camera.ProjectionMatrix(), Colors::White, m_texture.Get());
    m_Graphics.getContext()->OMSetDepthStencilState(states.DepthDefault(),1);

    XMMATRIX cameraInverse = XMMatrixInverse(nullptr, m_Graphics.getViewMatrix());
    XMMATRIX translate = XMMatrixTranslation( 2.0f, -3.0f, 2.0f);
    XMMATRIX rotation = XMMatrixRotationRollPitchYaw((float)XM_PI/9.0f, (float)XM_PI/0.2f, (float)XM_PI/0.1f);
    XMMATRIX world = rotation *translate *cameraInverse;

    m_Tiny->Draw(m_Graphics.getContext(), states, world, m_Graphics.getViewMatrix(), m_Graphics.getProjectionMatrix());

    m_Graphics.getContext()->RSSetState(states.CullCounterClockwise());
    m_Graphics.getContext()->RSSetState(states.Wireframe());

    m_Grid.DrawGrid();

GeometricPrimitiveModel 都在内部设置了所需的渲染状态,包括 depth/stencil 状态作为其 API.

的一部分

对于 GeometricPrimitive,您可以使用 setCustomState 回调来覆盖默认状态设置。例如,这是一个使用 lambda 的示例:

m_shape->Draw(sphereWorld,m_Camera.ViewMatrix(), m_Camera.ProjectionMatrix(),
Colors::White, m_texture.Get(), false, [=]
{
    m_Graphics.getContext()->RSSetState(states.CullNone());
    m_Graphics.getContext()->OMSetDepthStencilState(states.DepthNone(), 1);
});

对于Model, you can use the same setCustomState callback on the Draw method for a quick tweak, or you can just implement the Advanced Drawing pattern. See the wiki