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How to fix z - fighting when drawing an edge ?

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See attached image. I'm trying to draw edges (not wireframe) onto my boxes, and I hoped I could use DepthBias to prevent z-fighting, but the setting doesn't really seem to make any difference.


This is how I draw the edge. The edge is added to the vertex and index buffer while building the geometry.

Before drawing, I set the DepthBias state, tried +- values, but with no difference in output.


Is there a way to make prevent this z-fighting between the face and the edge?

			if (obj.EdgeIndexCount > 0)
				rsd = new RasterizerStateDescription()
					CullMode = CullMode.None,
					FillMode = FillMode.Solid,
					DepthBias = -10,
				rc.Context.Rasterizer.State = new RasterizerState(rc.Device, rsd);
				rc.Context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
				m_cbObj.ObjColor = new Vector4(0f, 0f, 0f, 0);
				rc.Context.UpdateSubresource<cbObjStruct>(ref m_cbObj, m_perObjcBuf);
				rc.Context.DrawIndexed(obj.EdgeIndexCount, obj.EdgeIndexStart, 0);


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If I'm right this is SharpDx, though I don't have much experience with it, I may have some useful information.


In directx there is this structure: D3D11_RASTERIZER_DESC, which should exist in sDx in some manner (like the one above), and in that there is a bool called AntialiasedLineEnable, maybe that can help you.


Hope it's useful. wink.png


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