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Timeline for Write depth buffer to texture

Current License: CC BY-SA 3.0

3 events
when toggle format what by license comment
Jun 16, 2012 at 19:45 comment added Maximus Minimus You need to make sure that your formats match up - in this case use DXGI_FORMAT_R24G8_TYPELESS for the SRV desc.
Mar 18, 2012 at 18:30 comment added innochenti I have following settings for stencil depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; and this how I try to obtain resource D3D10_SHADER_RESOURCE_VIEW_DESC srDesc; srDesc.Format = DXGI_FORMAT_R32_FLOAT; srDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srDesc.Texture2D.MostDetailedMip = 0; srDesc.Texture2D.MipLevels = 1; ID3D10ShaderResourceView* Resource; m_device->CreateShaderResourceView( m_depthStencilBuffer, &srDesc, &Resource );
Mar 18, 2012 at 17:16 history answered Neil M CC BY-SA 3.0