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Make sure you request a depth buffer from LWJGL by passing a PixelFormat to your call of Display.create. Like so: Display.create(new PixelFormat(4,24,0,4)); The 24 indicates a 24 bit depth buffer.


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Change depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; to depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;


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1: camera space, like Andon said. 2: the projection matrix contains those Fx,Fy values (f and f/aspect) at cells [0][0] and [1][1] see https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml 2x/Vx-1.0 is to convert from screen pixel coordinates which are from (0, 0) to (WIDTH, HEIGHT) to 3D projected coordinates that are from -1 to 1. 3: the "real" ...


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There are two main ways to do this. First way is to do exactly what you're trying to avoid doing, and use a render target. This is the way used by the Shadow Mapping sample for D3D9 in the old DirectX SDK, although it needn't be 32-bit (D3DFMT_R16F may well be sufficient). As a possible optimization you could use a NULL depth/stencil target, enable ...



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