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Updated GeometricPrimitive (markdown)
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@ -131,6 +131,14 @@ shape = GeometricPrimitive::CreateTeapot( deviceContext, 1.f, 8, false ) );
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> Using the wrong value for_ rhcoords_ for your viewing setup will result in the objects looking 'inside out'.
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# Depth buffer
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The rendering setup assumes you are using a standard z-buffer. If have set up your pipeline for [reverse zbuffer](https://developer.nvidia.com/content/depth-precision-visualized) rendering, be sure to set this class property on ``GeometricPrimitive``:
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```
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GeometricPrimitive::SetDepthBufferMode(true);
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```
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# Inside vs. Outside
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These geometric primitives are intended for view from the 'outside' for efficient back-face culling. However, both spheres and boxes are commonly used to form 'skyboxes' for backgrounds. To support this, you set the _rhcoords_ parameter backwards for your view coordinates, and then set _invertn_ to true.
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