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Removed depth and raster states.
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jessefreeman committed May 21, 2020
1 parent 2ff4037 commit 3aeeb35
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Showing 4 changed files with 353 additions and 353 deletions.
22 changes: 11 additions & 11 deletions MonoGame/MonoGame.Framework/Graphics/GraphicsDevice.cs
Original file line number Diff line number Diff line change
Expand Up @@ -525,17 +525,17 @@ internal void ApplyState(bool applyShaders)

PlatformApplyBlend();

if (_depthStencilStateDirty)
{
_actualDepthStencilState.PlatformApplyState(this);
_depthStencilStateDirty = false;
}

if (_rasterizerStateDirty)
{
_actualRasterizerState.PlatformApplyState(this);
_rasterizerStateDirty = false;
}
// if (_depthStencilStateDirty)
// {
// _actualDepthStencilState.PlatformApplyState(this);
// _depthStencilStateDirty = false;
// }
//
// if (_rasterizerStateDirty)
// {
// _actualRasterizerState.PlatformApplyState(this);
// _rasterizerStateDirty = false;
// }

PlatformApplyState(applyShaders);
}
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Original file line number Diff line number Diff line change
Expand Up @@ -343,8 +343,8 @@ private void PlatformInitialize()

// Force resetting states
this.PlatformApplyBlend(true);
this.DepthStencilState.PlatformApplyState(this, true);
this.RasterizerState.PlatformApplyState(this, true);
// this.DepthStencilState.PlatformApplyState(this, true);
// this.RasterizerState.PlatformApplyState(this, true);

_bufferBindingInfos = new BufferBindingInfo[_maxVertexBufferSlots];
for (int i = 0; i < _bufferBindingInfos.Length; i++)
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