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OpenGL Direct3D 11 Depth

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Hi, I'm having a problem with depth in Direct3D 11. I made a screen shot illustrating my problem here: http://img193.imageshack.us/img193/9601/depth.png I've looked around and tried several things, I also made a little test program in OpenGL comparing the function calls related to depth in my Direct3D 11 application etc. It works fine there. My depth buffer format is DXGI_FORMAT_D32_FLOAT. Here's what I'm doing:
D3D11_RASTERIZER_DESC rasterizerDesc;
memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_NONE/*D3D11_CULL_BACK*/;
rasterizerDesc.DepthClipEnable = TRUE;
rasterizerDesc.MultisampleEnable = (sampleCount > 1);

result = d3dDevice->CreateRasterizerState(&rasterizerDesc, &d3dRasterizerState);
d3dContext->RSSetState(d3dRasterizerState);

D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
depthStencilDesc.DepthEnable = TRUE;
depthStencilDesc.DepthWriteMask = /*D3D11_DEPTH_WRITE_MASK_ALL*/D3D11_DEPTH_WRITE_MASK_ZERO;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = FALSE;
result = d3dDevice->CreateDepthStencilState(&depthStencilDesc, &d3dDepthStencilState);
d3dContext->OMSetDepthStencilState(d3dDepthStencilState, 0);

Render loop:

d3dContext->ClearRenderTargetView(d3dRTV, CLEAR_COLOR);
d3dContext->ClearDepthStencilView(d3dDSV, D3D11_CLEAR_DEPTH, 1.0f, 0);

d3dContext->IASetInputLayout(d3dLayout);
d3dContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
d3dContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0);

d3dContext->VSSetShader(d3dVS, NULL, 0);
d3dContext->PSSetShader(d3dPS, NULL, 0);

d3dContext->PSSetSamplers(0, 1, &d3dSamplerState);

for (int i = 0; i < numMeshes; i++)
{
  Mesh& mesh = meshes;
  d3dContext->PSSetShaderResources(0, 1, &mesh.shaderResource);
  d3dContext->DrawIndexed(mesh.numIndices, mesh.firstIndex, 0);
}

swapChain->Present(0, 0);
Hope someone can solve my little mistake! Thanks!

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This right here:

depthStencilDesc.DepthWriteMask = /*D3D11_DEPTH_WRITE_MASK_ALL*/D3D11_DEPTH_WRITE_MASK_ZERO;


You're specifying that the depth buffer shouldn't be written to at all, which is why the depth test is always passing.

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Yeah, I was playing with the values a bit because I was at a loss. But changing it to D3D11_DEPTH_WRITE_MASK_ALL, makes it worse and now the entire world is visible to me. I must've done something stupid somewhere, but I can't find it. :-P

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