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Hi, just share my findings of dx10 counterparts of below 2 dx9 lines: //V(g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE)); //V(g_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS)); D3D10_DEPTH_STENCIL_DESC dsDesc; dsDesc.DepthEnable = true; //note: if false,then won't discard automatically! dsDesc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; //note: this only means that dx won't write z AUTOMATICALLY, but I can still write SV_Depth is ps!!! dsDesc.DepthFunc = D3D10_COMPARISON_LESS; dsDesc.StencilEnable = false; ID3D10DepthStencilState * pDSState; g_pd3dDevice->CreateDepthStencilState(&dsDesc, &pDSState); g_pd3dDevice->OMSetDepthStencilState(pDSState, 1);

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