Hi - I am having a bit of difficulty getting my head around how I should be approaching the following problem in D3D11:
My (simple) 3D game has 2 players, split screen showing the main forward views. Overwriting each of the 2 main views there are 2 smaller rectangles with the left & right side views. So in total: 2 main (non-overlapping) views and then 4 additional sub-views (overlapping). In D3D9 it was no problem I could clear the DepthStencilBuffer for each view's view-port and keep rendering to the back buffer in my swap chain. Not so easy in D3D11: I cannot seem to easily partially clear the DepthStencil Buffer.
I have a skybox effect that I can employ with a depthbuffer overwrite which, if I render first, should do the job... but is this the best way? - what if I have no sky...
This must be a common problem, and have seen some discussion in the forums on related issues but don't seem to have a clear understanding of alternative approaches. Insight appreciated.