[XNA] How can one create a two component depth buffer for VSMs
What format would you use for your depth buffer to create a "two component" depth buffer for storing d and d^2?
There is no such depth buffer format, and even if there were it wouldn't matter because you can't sample from a depth buffer in XNA. You'll have to render your depth to a color render target (SurfaceFormat.HalfVector2 or Vector2 should do the trick) and sample that.
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