Jump to content

  • Log In with Google      Sign In   
  • Create Account


Windows Phone 8 Depth Buffer access


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 RudiMedia   Members   -  Reputation: 116

Like
0Likes
Like

Posted 20 February 2013 - 10:39 AM

Just a quick question,

is it possible to bind the depth buffer to a shader resource view with FEATURE_LEVEL_9_3?

 

Because I constantly get an error, if I use both D3D11_BIND_DEPTH_STENCIL and D3D11_BIND_SHADER_RESOURCE as flags.

CD3D11_TEXTURE2D_DESC depthStencilDesc(DXGI_FORMAT_D24_UNORM_S8_UINT, static_cast<UINT>(m_renderTargetSize.Width),
		static_cast<UINT>(m_renderTargetSize.Height), 1, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE);

ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(m_d3dDevice->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil));

 

//Edit: Found my mistake, the format has to be DXGI_FORMAT_R24G8_TYPELESS


Edited by RudiMedia, 20 February 2013 - 12:44 PM.


Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS