void CD3D11_RASTERIZER_DESC( D3D11_FILL_MODE fillMode, D3D11_CULL_MODE cullMode, BOOL frontCounterClockwise, INT depthBias, FLOAT depthBiasClamp, FLOAT slopeScaledDepthBias, BOOL depthClipEnable, BOOL scissorEnable, BOOL multisampleEnable, BOOL antialiasedLineEnable );
A D3D11_FILL_MODE-typed value that determines the fill mode to use when rendering.
A D3D11_CULL_MODE-typed value that indicates triangles facing the specified direction are not drawn.
A Boolean value that specifies whether a triangle is front- or back-facing. If this parameter is TRUE, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is FALSE, the opposite is true.
Depth value added to a given pixel. For info about depth bias, see Depth Bias.
Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.
Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.
A Boolean value that specifies whether to enable clipping based on distance.
The hardware always performs x and y clipping of rasterized coordinates. When depthClipEnable is set to the default–TRUE, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).
0 < w -w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) -w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) 0 <= z <= w
When you set depthClipEnable to FALSE, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.
A Boolean value that specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.
A Boolean value that specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to TRUE to use the quadrilateral line anti-aliasing algorithm and to FALSE to use the alpha line anti-aliasing algorithm.
A Boolean value that specifies whether to enable line antialiasing; only applies if doing line drawing and multisampleEnable is FALSE.
Here is how CD3D11_RASTERIZER_DESC assigns the provided values to the members of D3D11_RASTERIZER_DESC:
FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; ScissorEnable = scissorEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable;
|Minimum supported client||Windows 7 [desktop apps | UWP apps]|
|Minimum supported server||Windows Server 2008 R2 [desktop apps | UWP apps]|