I was trying to understand why my Depth stencil isn't working and i ended up changing all the code to copy/paste MSDN's...
and still it's not working... I really have no idea why...
ID3D11Texture2D* depthStencilTexture;
D3D11_TEXTURE2D_DESC depthTexDesc;
ZeroMemory (&depthTexDesc, sizeof(D3D11_TEXTURE2D_DESC));
depthTexDesc.Width = set->mapSettings["SCREEN_WIDTH"];
depthTexDesc.Height = set->mapSettings["SCREEN_HEIGHT"];
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 1;
depthTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = 0;
mDevice->CreateTexture2D(&depthTexDesc, NULL, &depthStencilTexture);
D3D11_DEPTH_STENCIL_DESC dsDesc;
// Depth test parameters
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;//LESS
// Stencil test parameters
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = 0xFF;
dsDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; //KEEP
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; //INCR
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; //KEEP
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; //KEEP
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; //DECR
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; //KEEP
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create depth stencil state
mDevice->CreateDepthStencilState(&dsDesc, &mDepthStencilState);
mDeviceContext->OMSetDepthStencilState(mDepthStencilState, 1);
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
ZeroMemory (&depthStencilViewDesc, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = depthTexDesc.Format;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
mDevice->CreateDepthStencilView(depthStencilTexture, &mDepthDesc, &mDepthStencilView);
any ideas anyone? it's hard to understand with the pictures but it seems like it's testing the opposite way it should... i try to reverse it in the depth stencil description with no luck.... the highermost cube is the last beeing rendered