Render To Texture - depthStencilView

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3 comments, last by gnmgrl 11 years, 2 months ago

Hello,

I recently stumbled over a problem with my render-to-texture mechanism. I was setting

 d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, 0);
, what obviously will let me render to the renderTargetView, but without using a depthStencilView.

Now, when I try to pass my depthStencilView as the last parameter, nothing gets drawn anymore. Is there a specific parameter I have to set in the depthStencilView to allow it to be used when I draw to a texture?

Again, without the depthStencilView it works fine, but of course without depth.

If you need some more code on how I initialise stuff, let me know.

Thank you very much!

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This is not my area but shouldn't it just be set to NULL?

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476507%28v=vs.85%29.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476112%28v=vs.85%29.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476085%28v=vs.85%29.aspx

-3D

Does the depth stencil view have the same dimensions and sample count as the color target?

Niko Suni

Could be a few reasons. Check your depth-stencil buffer is cleared correctly unless you're reusing it from a previous pass - depth initially set to 1 typically, so things with less depth pass the depth test. Stencil typically set to 0. And check your depth stencil tests are set as you expect, i.e. you haven't inadvertently left a stencil test set inappropriately from a previous operation, or got the depth test set the wrong way round. You could try temporarily turning both tests off completely to see if anything is drawn then.

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Found the problem. I forgot to ZeroMemory the descriptionbuffer of the depthstencilview, not sure why this cause such an akward problem though. Well, now it's running fine.

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