Jump to content
  • Advertisement
Sign in to follow this  

[hlsl 10] how to read depth-buffer in ps?

This topic is 4238 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I heard that dx could read zbuffer, I guess the method might be ID3D10Texture2D* pTexDepth and ID3D10DepthStencilView, and in shader, just access it as texture, but 2 problems occurred: 1,this fails in shader: Texture2D <float> texDepth; outside shader: V((g_pEffect->GetVariableByName("texDepth")->AsDepthStencil())->SetDepthStencil(pViewTexDepth)); //SetDepthStencil() needs a ID3D10EffectDepthStencilViewVariable*, not a ID3D10EffectDepthStencilVariable*. but I find no means to get a ID3D10EffectDepthStencilViewVariable*. 2, I can't PS_OUTPUT ps(depth: SV_Depth) { .. } it spits error for vs's lack of depth signature. Thanks!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!