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GuoLei

DX11 [SLIMDX] About RenderTarget's Width and Height

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Sorry! My  English  isn't  very  well!   The problem is  I am use  Shadowmapping with slimDX11?But  when  I creat zDepthBuffer  my renderTarget's width  and  height  must equal the  screen's  width  and  heght.   Unless  when  i compute ,I  can't  obtain the  right  UV from the zDepth  Buffer.  When  I use  XNA  to  do  this  is  right.  I  don not  know  why I  use  slimdx11 is  fail.As  everyoneKnows  the  size decide  the shadow  quality and  no  matter  the  zDepthBuffer  is how  large,it's UV is   same actually! left and top  is 0 and 9. right  and  bottom  is 1 and  1.

  I  want  konw  is the  SLIMDX11's  BUG?  if  who  can  help  me  ,I  will  very  thanks  to you! Friends!!

 

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