Yeah right... you have to adjust the viewport.
Code:
private void PrepareRenderState()
{
var viewport = _device.Viewport;
viewport.MinZ = 0.0f;
viewport.MaxZ = 0.94f;
_device.Viewport = viewport;
_device.VertexShader = null;
_device.PixelShader = null;
_device.SetRenderState(RenderState.ZEnable, true);
_device.SetRenderState(RenderState.ZWriteEnable, true);
_device.SetRenderState(RenderState.ZFunc, Compare.LessEqual);
_device.SetRenderState(RenderState.AlphaBlendEnable, true);
_device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
_device.SetRenderState(RenderState.Lighting, false);
_device.SetTexture(0, null);
_device.SetRenderState(RenderState.CullMode, Cull.None);
}
Note that some settings are redundant or optional for rendering to work... but you definitely should not need more than those.