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#Actuallipsryme

Posted 06 July 2012 - 01:24 PM

I got it exactly like you said now still the same.
The problem here I think is that XNA discards the depth buffer after switching the rendertarget.
Problem though is when telling it to preserve contents my GBuffer pass doesn't output anything.
(PIX debugging tells me "This pixel was eliminated because: It failed the depth test")

As I see it my only workarounds here are either:

- Drawing Z only geometry again

or

- Outputting Depth from my DepthBuffer (written out in the gbuffer pass)

correct ?

#3lipsryme

Posted 06 July 2012 - 01:22 PM

I got it exactly like you said now still the same.
The problem here I think is that XNA discards the depth buffer after switching the rendertarget.
Problem though is when telling it to preserve contents my GBuffer pass doesn't output anything.
(PIX debugging tells me "This pixel was eliminated because: It failed the depth test")

#2lipsryme

Posted 06 July 2012 - 01:22 PM

I got it exactly like you said now still the same.
The problem here I think is that XNA discards the depth buffer after switching the rendertarget.
Problem though is telling it to preserve contents my GBuffer pass doesn't output anything.
(PIX debugging tells me "This pixel was eliminated because: It failed the depth test")

#1lipsryme

Posted 06 July 2012 - 01:21 PM

I got it exactly like you said now still the same.
The problem here I think is that XNA discards the depth buffer after resolving the rendertarget.
Problem though is telling it to preserve contents my GBuffer pass doesn't output anything.
(PIX debugging tells me "This pixel was eliminated because: It failed the depth test")

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