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Quick RenderToSurface Question

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I'm setting my scene to render into a surface instead of the screen using the "RenderToSurface" class, but my 3D model seems not be depth-buffering correctly. Is this a normal side effect of rendering to a surface?

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Yes. You will have to create and attach a separate depth-buffer surface as well.

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Quote:
Original post by darookie
Yes. You will have to create and attach a separate depth-buffer surface as well.


Cool. I assume that I do this by using CreateDepthStencilSurface() method and then assigning it to the device when it's time to use? Do I then save the original depth buffer so I can restore it back?



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Well I admit I don't know the details with MDX but in C++ you can do that exactly the way you've described.

Regards,
Pat.

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Ah ha! Ok, that works, but it turns out it's unnecessary. With AutoDepthStencilBuffer set to "true" it will manage my depth buffers correctly for all my new render targets as well. Neat!

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