Render To Texture only color, no texture

Started by
9 comments, last by RythBlade 11 years, 6 months ago
The difference between those two flags is that:

DXGI_FORMAT_D32_FLOAT specifies a depth buffer where the depth is stored as a 32-bit floating point value.

DXGI_FORMAT_D24_UNORM_S8_UINT specifies that the depth buffer is stored as a 24-bit floating point value. The remaining 8 bits (the _S8_UINT section) specifies the stencil test value is stored as an 8-bit unsigned integer.
You'll need to have another look through your set up of the depth-stencil test and how you create your graphics device and back buffer to ensure you've got depth testing AND stencil testing enabled along with the back face culling.

These are some good tutorials with excellent explanation of the parameters etc that should help you get to grips with setting this stuff up:
http://www.directxtutorial.com/Tutorial11/tutorials.aspx
This one is also a more complete example but a bit harder to follow.
http://www.rastertek.com/tutdx11.html

Hope this helps!
I've got a new blog!! I post details of my projects, useful things I find around and about the place and some tutorials on various technologies I'm experimenting with.

This topic is closed to new replies.

Advertisement