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Seabolt

[DX9] Z-Buffer not shared with all RenderTargets

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Hey guys,

I'm currently working on a post processing effect where I use MRT to output a Depth Buffer and a Color Buffer.

Now when I render the color buffer, everything looks fine, but when I render the depth buffer, I see the depth of pixels behind objects in the foreground, in the same sense as if I did not have Z-Testing on. The color buffer doesn't have this problem. And I do have Z-Testing on.

Is there something I need to do to enable Z-Testing on all Render Targets currently bound, or is this a more insidious issue?

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