Computer graphics in Game development
Ivan Belyavtsev
02.12.2022
DXGI_FORMAT_D32_FLOATALLOW_DEPTH_STENCIL and
DENY_SHADER_RESOURCEDEPTH_WRITEpso_descriptor.DepthStencilState.DepthEnable = TRUE;
pso_descriptor.DepthStencilState.StencilEnable = FALSE;
pso_descriptor.DepthStencilState.DepthFunc = 
                    D3D12_COMPARISON_FUNC_LESS_EQUAL;
pso_descriptor.DepthStencilState.DepthWriteMask = 
                    D3D12_DEPTH_WRITE_MASK_ALL;
pso_descriptor.DSVFormat = DXGI_FORMAT_D32_FLOAT;//Wireframe image
pso_descriptor.RasterizerState.FillMode = 
                        D3D12_FILL_MODE_WIREFRAME;
// Solid image (default)
pso_descriptor.RasterizerState.FillMode = 
                        D3D12_FILL_MODE_SOLID;[1]