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Lars Viklund
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A common mistake is to zero out MinDepth and MaxDepth of the D3D11_VIEWPORT, effectively clamping all depth to the near plane.

The default depth states are test enabled, write enabled, compare less. See the list at MSDN.

In Direct3D 11, normalized device coordinates in clip space after W division run from [-1.0, +1.0] on the X and Y axes, and (0.0, 1.0] on the Z axis.

If your post-projection geometry has a Z/W <= 0.0 or 1.0 < Z/W, the fragments will be clipped.

A common mistake is to zero out MinDepth and MaxDepth of the D3D11_VIEWPORT, effectively clamping all depth to the near plane.

The default depth states are test enabled, write enabled, compare less. See the list at MSDN.

A common mistake is to zero out MinDepth and MaxDepth of the D3D11_VIEWPORT, effectively clamping all depth to the near plane.

The default depth states are test enabled, write enabled, compare less. See the list at MSDN.

In Direct3D 11, normalized device coordinates in clip space after W division run from [-1.0, +1.0] on the X and Y axes, and (0.0, 1.0] on the Z axis.

If your post-projection geometry has a Z/W <= 0.0 or 1.0 < Z/W, the fragments will be clipped.

Source Link
Lars Viklund
  • 4.1k
  • 1
  • 19
  • 23

A common mistake is to zero out MinDepth and MaxDepth of the D3D11_VIEWPORT, effectively clamping all depth to the near plane.

The default depth states are test enabled, write enabled, compare less. See the list at MSDN.