struct PSOut
{
float4 colour : SV_Target;
float depth : SV_Depth;
};
PSOut PS(PIn IN)
{
PSOut OUT;
...
OUT.colour = volumeSample;
OUT.depth = 0;
return OUT;
}
HLSL - rendering behind near clip plane
im trying to get something like this working:
http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf
im at the stage where if i go inside my volume, i cant render the volume effect corectly.
now, im wondering how to get around the problem. Im thinking i will need to set the pixels depth manually to bring it in front of the near plane so it renders.
So i've quickly tried this with no luck:
DX10 BTW
this seem to have no effect.
suggestions on how this may be done?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement