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 |