0
votes
1answer
41 views

DepthStencilView and alphaBlendState

I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. ...
1
vote
1answer
262 views

Why does switching to fullscreen produce this graphical glitch?

I followed this tutorial and things were looking good. However, when switching to Fullscreen from 800x600 using alt-enter, I noticed an error in debug output: DXGI WARNING: IDXGISwapChain::Present: ...
0
votes
1answer
210 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
0
votes
1answer
321 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
2
votes
1answer
353 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
0
votes
4answers
1k views

What is the format of DXGI_FORMAT_D24_UNORM_S8_UINT?

I'm trying to read the values in a depth texture of type DXGI_FORMAT_D24_UNORM_S8_UINT. I know this means "24 bits for depth, 8 bits for stencil" "A 32-bit z-buffer format that supports 24 bits for ...
3
votes
2answers
140 views

How can I simulate multiple depth channels?

Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A ...
3
votes
1answer
2k views

What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read ...
5
votes
2answers
719 views

How to deal with large depth buffer values due to extreme distances

Alright, this is semi-related to my last question here So I've got an really big coordinate system and need to handle rendering large astral bodies from extreme distances. My current approach ...
1
vote
1answer
733 views

Why are my scene's depth values not being written to my DepthStencilView?

I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. ...