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Using the stencil buffer: When writing: dsDesc.StencilEnable = true; dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; //Always Pass dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_INCR; //Increment dsDesc.FrontFace.StencilFailOp ...



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