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RendertoStencil and read as texture in second pass.

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I can successfully render to my depth/stencil texture2DArray in my first pass. Only for this pass the depth/stencil is set to the OM stage. After the first pass the original RenderTarget/depth/stencil is reset again to OM stage. Now I want to access the texture in my second pass. I created a shaderresourceview and set the appropriate Texture2D variable in the FX file. But this won't work, since shaderresource bindflag and depth/stencil bindflag don't work together... plz help. How do I exactly read my stencil texture in PS. edit: Can it be that I can't use the same texture for input and output in two passes? In dxdocs it is directly said that it is possible to do so aslong as you don't use it at the same time for input/output. :( [Edited by - Vertex333 on November 6, 2008 8:21:49 AM]

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