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#ActualMatthew Meeks

Posted 08 January 2013 - 05:13 PM

I have tried both with and without dividing by w with the same result.  I had placed the division of w to ensure that w was always one as it should have been.  I am not outputting to a depth-stencil buffer but rather a Texture2D render target.  Not sure if this is the preferred method but i choose this because I eventually want to do more with the shadow map (different levels of light from the same source for semitransparent objects).

 

EDIT: I will try binding a depth buffer and attempt that way.

 

Thanks for the help!


#1Matthew Meeks

Posted 08 January 2013 - 05:05 PM

I have tried both with and without dividing by w with the same result.  I had placed the division of w to ensure that w was always one as it should have been.  I am not outputting to a depth-stencil buffer but rather a Texture2D render target.  Not sure if this is the prefered method but i choose this because I eventually want to do more with the shadow map (different levels of light from the same source for semitransparent objects).


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