Ah .. I would install GraphicsDevice.DepthStencilStatein an instance DepthStencilStatewith any number of properties set. It seems to have RenderStatebeen broken into a bunch of other states. I searched in the individual properties inside GraphicsDevicebefore, but they seem to be better organized now to simplify state management.
depthState = new DepthStencilState();
depthState.DepthBufferEnable = true; /* Enable the depth buffer */
depthState.DepthBufferWriteEnable = true; /* When drawing to the screen, write to the depth buffer */
GraphicsDevice.DepthStencilState = depthState;
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