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@ -454,14 +454,17 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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}
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// Create Depth-Stencil State
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// Create depth-stencil State
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{
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{
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D3D11_DEPTH_STENCIL_DESC desc;
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D3D11_DEPTH_STENCIL_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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ZeroMemory(&desc, sizeof(desc));
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desc.DepthEnable = true;
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desc.DepthEnable = false;
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desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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desc.StencilEnable = false;
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desc.StencilEnable = false;
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desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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desc.BackFace = desc.FrontFace;
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g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
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g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
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}
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}
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