GDNet+ - Reputation: 114
Posted 15 March 2012 - 10:23 AM
Members - Reputation: 290
Posted 15 March 2012 - 11:51 AM
Use a 16 or 32 bit single channel depth buffer to have a good precision and divide it using a quad tree allocation to get many depth maps in one register.
My open source DirectX 10/11 graphics engine. https://sites.google.com/site/dawoodoz
"My design pattern is the simplest to understand. Everyone else is just too stupid to understand it."