Fixed issue #472. The wrong default depth value was in DirectX10 depth buffer.
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@ -176,6 +176,8 @@ namespace ANX.Framework.Windows.DX10
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this.depthStencilBuffer = new SharpDX.Direct3D10.Texture2D(device, depthStencilTextureDesc);
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this.depthStencilView = new DepthStencilView(device, this.depthStencilBuffer);
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Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, Vector4.Zero, 1.0f, 0); //TODO: this workaround is working but maybe not the best solution to issue #472
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}
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}
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@ -119,8 +119,8 @@ namespace VertexIndexBuffer
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protected override void Draw(GameTime gameTime)
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{
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//GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 0);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 0);
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miniTriEffect.CurrentTechnique.Passes[0].Apply();
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