.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL,
.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL,
};
- const XGL_FLOAT clear_color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
- const XGL_FLOAT clear_depth = 0.5f;
+ const XGL_FLOAT clear_color[4] = { 0.2f, 0.2f, 0.2f, 0.2f };
+ const XGL_FLOAT clear_depth = 0.9f;
XGL_IMAGE_SUBRESOURCE_RANGE clear_range;
XGL_RESULT err;
{
const float vb[3][5] = {
/* position texcoord */
- { -1.0f, -1.0f, -1.0f, 0.0f, 0.0f },
- { 1.0f, -1.0f, -1.0f, 1.0f, 0.0f },
+ { -1.0f, -1.0f, -0.6f, 0.0f, 0.0f },
+ { 1.0f, -1.0f, -0.5f, 1.0f, 0.0f },
{ 0.0f, 1.0f, 1.0f, 0.5f, 1.0f },
};
const XGL_MEMORY_ALLOC_INFO mem_alloc = {
depth_stencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
depth_stencil.depthTestEnable = XGL_TRUE;
depth_stencil.depthWriteEnable = XGL_TRUE;
- depth_stencil.depthFunc = XGL_COMPARE_GREATER;
+ depth_stencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
depth_stencil.depthBoundsEnable = XGL_FALSE;
err = xglCreateViewportState(demo->device, &viewport, &demo->viewport);