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DX11 How to restore states after draw particle

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Hello,

I use Frank Luna's DX11 code draw particle, after draw it will restore default states:

particle.draw();
D3DDC->RSSetState(0);
D3DDC->OMSetDepthStencilState(0, 0);
D3DDC->OMSetBlendState(0, {0.0f, 0.0f, 0.0f, 0.0f}, 0xffffffff);
sprite.draw();

This code restore failed,  then draw DirectXTK SpriteBatch will display nothing.

 

particle.draw();
D3DDC->ClearState();
D3DDC->OMSetRenderTargets(1, render_targets, DepthStencilView);
D3DDC->RSSetViewports(1, &ScreenViewport);
sprite.draw();

Use ClearState() will be OK, but I want to know which certain state is not restore correctly.

Is there step-by-step version of ClearState() existing?

Thanks!

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ID3D11DeviceContext::ClearState

 

 

This method resets any device context to the default settings. This sets all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to NULL. The primitive topology is set to UNDEFINED.

 

Personally I never restore state after drawing.  Instead I set the state I want, and all of the state, before drawing, and the code is substantially cleaner and easier to follow/debug.

 

(Exceptions to this should be obvious: resetting rendertargets, etc).

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