Texture2D txMesh;
SamplerState samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
float4 meshColor = txMesh.Sample( samLinear, input.Tex);
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
DepthFunc = LESS_EQUAL;
};
RasterizerState rsWireframe
{
FillMode = WireFrame;
};
RasterizerState rsSolid
{
FillMode = Solid;
};
SetDepthStencilState( EnableDepth, 0 );
SetRasterizerState( rsSolid );