   states in HLSL
  Can someone please point me to where the docs list all the syntax for setting states in HLSL?All I have to go off of is this and it is a far cry from a reference.For example, I am left wondering how to set the "render state" as they did in XNA from the application, in my DX10 app's shader:   RenderState renderState = GraphicsDevice.RenderState;   renderState.DepthBufferEnable = true;   renderState.DepthBufferWriteEnable = false;   renderState.AlphaTestEnable = false;   renderState.ColorWriteChannels = ColorWriteChannels.None;My HLSL, which doesn't compile and points an error to the line:RenderState OcclusionRenderState{   ZENABLE = TRUE;};[Edited by - brekehan on May 18, 2009 7:48:21 PM]
  You're looking for Effect State Groups.   ;  I'm guessing there is no such thing as a RenderState in DX10 and I have to use some combination of blend state and depth stencil state?Also, how do I set all 8 elements of a variable to false?Is there a better way then:BlendState DefaultBlending{   AlphaToCoverageEnable    = FALSE;   BlendEnable[0] = FALSE;   BlendEnable[1] = FALSE;   BlendEnable[2] = FALSE;   BlendEnable[3] = FALSE;   BlendEnable[4] = FALSE;   BlendEnable[5] = FALSE;   BlendEnable[6] = FALSE;   BlendEnable[7] = FALSE;   SrcBlend  = One;   DestBlend = One;   BlendOp   = Add;   SrcBlendAlpha  = One;   DestBlendAlpha = Zero;   BlendOpAlpha   = Add;   RenderTargetWriteMask[0] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[1] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[2] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[3] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[4] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[5] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[6] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL   RenderTargetWriteMask[7] = 0x0F;   // D3D10_COLOR_WRITE_ENABLE_ALL};;  Also, for depth stencil state it says:Quote:StencilRef [in] Reference value to perform against when doing a depth-stencil test. See remarks.Yet, the remarks have nothing about it. What is this value supposed to be?;  :/So many questions, so little answerers...Gimmie a P.O. Box, I'll send money to good teachers :)Although the above questions still apply, I think I've got it working. My last hurdle is just translating that one XNA line:Quote:renderState.ColorWriteChannels = ColorWriteChannels.None;I think this is how I should be doing it. Does that look correct?BlendState OcclusionAlphaBlend{   BlendEnable[0] = FALSE;   RenderTargetWriteMask[0] = 0x00; // Write no colors};DepthStencilState OcclusionDepthStencil{   DepthEnable    = TRUE;   DepthWriteMask = ZERO;   DepthFunc = Less;   StencilEnable  = FALSE;};