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Should explicitly set the depth/stencil state in PresentDisplayInitialize #272

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russell-taylor opened this issue Nov 29, 2016 · 0 comments

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@russell-taylor
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In the D3D11 renderer, we should make a depth/stencil state that always passes the fragment and explicitly enable it when we set the render target. This will prevent the client from doing something to override it.

We'll want to put it back afterwards to avoid messing with the user's state.

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