Reputation: 3376
I am trying to create a ID3D10RasterizerState with direct3D10, and then call
ID3D10Device::RSSetState()
with the proper information. However, whenever the window get rescaled, or when the app goes fullscreen, the rasterizerstate seems to reset to the default state. I have tried to set the state with WM_SIZE messages, but awkwardly, nothing seems to happen...
It works properly when I call RSSetState() every frame, but that seems highly inefficient.
Does anyone know a solution to this? It seems to be poorly documented on msdn.
Code:
bool TestGameApp::InitGame()
{
D3D10_RASTERIZER_DESC desc;
desc.AntialiasedLineEnable = TRUE;
desc.CullMode = D3D10_CULL_NONE;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.FillMode = D3D10_FILL_SOLID;
desc.FrontCounterClockwise = false;
desc.MultisampleEnable = true;
desc.ScissorEnable = FALSE;
desc.SlopeScaledDepthBias = 0.0f;
m_pD3DDevice->CreateRasterizerState(&desc,m_pRSState);
m_pD3DDevice->RSSetState(m_pRSState);
//...more code
}
WndProc:
switch( message )
{
case WM_SIZE:
{
m_pD3DDevice->RSSetState(m_pRSState);
break;
}
}
Upvotes: 2
Views: 797
Reputation: 14057
Just set it every frame. In general you want to minimize the number of render state changes in a frame but you don't need to worry about the performance impact of setting the rasterizer state once a frame. Setting it every frame also lets you do things like enable and disable wireframe rendering for debugging.
Upvotes: 2