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Accumulation of depth values

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hi i want to accumulate the depth values of textures/polygones in a texture or other render target (zbuffer) can i do it using pixel shader with 2 stages one of the current values and the second with the new texture and then using texdepth instruction to read the r5 value and somehow to add it to the current value (from the first stage) ? do you know any other way doning this? i need precision of 32 bit in the total depth values and 16 bit in each texture/polygone thank''s

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