Quote:Original post by B_old
Sounds intriguing.
Do you use the depthstencil buffer or do you write the z-values into a separate texture?
I render it into a seperate texture, only because there's no way to sample a depth buffer in XNA.
Quote:Original post by B_old
Sounds intriguing.
Do you use the depthstencil buffer or do you write the z-values into a separate texture?
Quote:Original post by B_old
At least on nvidia cars you can use the depthstencil buffer for hardware accelerated shadow mapping, no?
Quote:Original post by B_old
Thanks again for all the answers. They were very helpful.