Ivan Belyavtsev
04.03.2022
DXGI_FORMAT_D32_FLOAT
ALLOW_DEPTH_STENCIL
and DENY_SHADER_RESOURCE
DEPTH_WRITE
pso_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;
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