• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
grunt123

how to copy depthstencil rendertarget

3 posts in this topic

... without using copyresource/copysubresource?

 

i need to copy depth/stencil from one depth target to another using blitting screen aligned rectangle (via shader). i'm able to copy depth info, but somehow stencil info is lost.  (i'm guessing it's prolly source shader resource view is R24_X8 type ... )

 

any idea?

0

Share this post


Link to post
Share on other sites

You can't directly write to the stencil buffer using a pixel shader like you can with depth using SV_Depth. The only way to write to the stencil buffer is to do it indirectly using a depth/stencil state. You can read the stencil data if you want, but that's not very helpful in your case. Note that to read stencil you have to create a separate shader resource view using DXGI_FORMAT_X24_TYPELESS_G8_UINT, and bind it as a separate texture. The stencil data will then be in the green channel of the texture when you sample it in the shader.

Do you actually use multiple stencil buffer values? It would be possible to "copy" the stencil value by doing 1 extra pass per stencil bit. So if you were only using 1 bit, you could fill the stencil using 1 extra pass after the depth fill pass. If you were using all possible values, then you would need 8 extra passes.

2

Share this post


Link to post
Share on other sites

You want to use Z-S of target A but output to target B, not discading target A data?

Hmmm, there is MRT, and in case of MRT (multiple render targets), you output the value to more targets, but pixel treatment logic behaves on Z-S of target 0. Try speculating on this.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0