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Creating a texture for a render target that needs its own depth buffer

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I am trying to render to a texture with a depth buffer that is a different size then one I traditionally render to. To do this am creating a texture with CreateTexture2D with the flags D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_DEPTH_STENCIL. The problem I then run into is that I can not create a RenderTargetView because it will require me to use the flag D3D11_BIND_DEPTH_STENCIL, but I can not with D3D11_BIND_DEPTH_STENCIL. Since I can not create a RenderTargetView I can not end up creating my texture to use for rendering on my model.
 
How can I end up creating a render target that I render to with a custom depth buffer where I can create a texture for it to use with rendering?

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This topic is 666 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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