zbuffer switch
Hi,
In my deferred engine, when I render lights, I exploit the device zbuffer to avoid rendering invisible pixel.
But now I need to render for each light its shadow map, endind up overwriting the zbuffer (this pass uses the zbuffer).
I was wondering, how do you resolve this ?
Is there any way to switch zbuffer, or to use a 'secondary' zbuffer ?
THANKS!
Quote:Original post by Erik Rufelt
You can use the CreateDepthStencilSurface and SetDepthStencilSurface methods of your device.
I was just searching for the method you've writen here.
Thank you man !
One last question: how do I set the 'device' zbuffer ? I mean, the zbuffer normaly used.
THANKS !
THANKS !
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