   Render st. always in the background
  sorry, but i don't know how this is really called ;)i want to draw my skydome, sun, moon, starbox and all the other things that are in "infinite" distance to the player always in the background, so no matter how far objects are behind the "infinite distant objects" in realspace, the pixels of the "infinite distant objects" will be overwritten by the ones of the other objects ( so i don't need to make a huge skydome / box etc.. )how can i achieve this? i am using directx 9.0c with c++. i am using shader to draw the skydome ( to achieve light scattering ), i don't know if there's a difference with using shader / fixed pipeline. if there is, can you explain to me how i can do this with both techniques?thanks for your time :)[Edited by - SiS-Shadowman on June 4, 2006 8:17:10 AM]
  IDirect3D9Device::SetRenderState(D3DRS_ZENABLE, FALSE)IDirect3D9Device::SetRenderState(D3DRS_ZWRITEENABLE, FALSE)This draws the polygons regardless of the zbuffer and doesn't write new values into it.viele Grüße,Stephan ;)   ;  thanks very much, it worked :)   