Depth Buffer is enabled, lighting is off and Back Face Culling is off. Here is the code :
Graphics->SetRenderState (D3DRS_LIGHTING, false); // Set Lights Off
Graphics->SetRenderState (D3DRS_CULLMODE, D3DCULL_NONE); // Do not cull Back Faces
Graphics->SetRenderState (D3DRS_ZENABLE, D3DZB_TRUE); // Enable Depth Buffering
And for the Projection Matrix :
float AspectRatio = (float)Width / (float)Height; // Ratio between Width & Height
// Initialize Perspective View for the Screen
D3DXMatrixPerspectiveFovLH (&Projection, // Projection Matrix
1.0f, // Field of View
AspectRatio, // Aspect Ratio of the Screen
0.0f, // Nearest Clipping Plane
100.0f); // Farthest Clipping Plane
// Setup Projection Matrix for the Screen
Graphics->SetTransform (D3DTS_PROJECTION, &Projection);
Is there anything to do with nearest clipping plane or the Field Of View? :sigh:
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The Lion King</span>