HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) Method

Definition

Provides a depth buffer for this frame to the holographic display pipeline, enabling depth-based stabilization of the frame relative to the user's head motion.

public : void CommitDirect3D11DepthBuffer(IDirect3DSurface value)
void CommitDirect3D11DepthBuffer(IDirect3DSurface value) const;
public void CommitDirect3D11DepthBuffer(IDirect3DSurface value)
Public Sub CommitDirect3D11DepthBuffer(value As IDirect3DSurface)
holographicCameraRenderingParameters.commitDirect3D11DepthBuffer(value);

Parameters

value
IDirect3DSurface IDirect3DSurface IDirect3DSurface

The Direct3D 11 surface containing the app's depth buffer.

Additional features and requirements

Device family
Windows 10 Creators Update (introduced v10.0.15063.0)
API contract
Windows.Foundation.UniversalApiContract (introduced v4)

Remarks

If an app provides a depth buffer for a frame and then skips calling SetFocusPoint, the focus point and normal are inferred based on the depth buffer. Your app will generally achieve optimal visual quality by committing an accurate depth buffer whose pixels can be mapped back to meters using your specified near and far planes and then not calling SetFocusPoint.

This method will make use of the Direct3D device you provided to the HolographicSpace. If you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to call this method from your single Direct3D thread to avoid undefined behavior.