state.offset_scale = rasterizer_desc->SlopeScaledDepthBias;
state.offset_units = rasterizer_desc->DepthBias;
state.offset_clamp = rasterizer_desc->DepthBiasClamp;
+ state.depth_clip = rasterizer_desc->DepthClipEnable;
state.scissor = !!rasterizer_desc->ScissorEnable;
state.multisample = !!rasterizer_desc->MultisampleEnable;
state.line_smooth = !!rasterizer_desc->AntialiasedLineEnable;
if(!object)
return E_FAIL;
- *out_rasterizer_state = new GalliumD3D11RasterizerState(this, object, *rasterizer_desc, !rasterizer_desc->DepthClipEnable);
+ *out_rasterizer_state = new GalliumD3D11RasterizerState(this, object, *rasterizer_desc);
return S_OK;
}