public override void SetDepthBias(float constantBias, float slopeScaleBias = 0.0f)
{
// Negate bias since D3D is backward
// D3D also expresses the constant bias as an absolute value, rather than
// relative to minimum depth unit, so scale to fit
constantBias = -constantBias/250000.0f;
SetRenderState(RenderState.DepthBias, FLOAT2DWORD(constantBias));
if ( ( _deviceManager.ActiveDevice.D3D9DeviceCaps.RasterCaps & RasterCaps.SlopeScaleDepthBias ) == 0 )
return;
// Negate bias since D3D is backward
slopeScaleBias = -slopeScaleBias;
SetRenderState(RenderState.SlopeScaleDepthBias, FLOAT2DWORD(slopeScaleBias));
}