Hi guys, please take a look at the image below. I want to set the purple area to z=0 and the green area to z=1, then render like normal. I was thinking I could call Clear() with z=0 then render a quad for the green area and set the z=1 values that way, I need to specify the green area in world coordinates (at a specific world z) so I don't know how I would do that.
If it's always a rectangle you could just transform your world coordinates to screen coordinates on the CPU, and use Clear() to clear that rectangle.
Otherwise you'll probably want to create a pixel shader that simply writes 1.0 out to the DEPTH semantic (it may need to write a colour too, but you can easily disable colour writes with D3DRS_COLORWRITEENABLE).
Depending on the result you're trying to achieve, you may be able to do the same thing with the stencil buffer, which doesn't need a special shader.