I'm try to implemend shadow mapping in my deferred shading and I was aquiring the best approach. Whether it would be forward passing mixed with the deferred rendering or if I can create a depth map in the deferred buffer. When i attempt to create a depth map in the deferred for a light in the deferrer buffer - the scene turns black. I believe it's my mistake in the shader part.
The deferred rendering is using DXGI_FORMAT_R16G16B16A_UNORM. Does the Depth Map have to be a certain texture format for the render target?