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visits member for 2 years, 4 months
seen Jan 29 at 12:59

Jan
8
accepted Why divide by w makes the pixel shader look better?
Dec
17
asked Why divide by w makes the pixel shader look better?
Nov
26
comment When should I set a texture as a shader resource in order to read it?
Thanks, so I guess the changes I have to do are per frame?
Nov
26
comment When should I set a texture as a shader resource in order to read it?
Ok, but what do you mean by bound texture? I thought the bindings I'm doing there were precisely to be able to read the texture.
Nov
26
asked When should I set a texture as a shader resource in order to read it?
Nov
22
accepted How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
Nov
22
comment How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
As no one else is gonna answer this and the problem for me is not solved, I would accept the answer I got as a thanks giving for its usefulness, though it didn't lead me to a solution.
Nov
19
awarded  Supporter
Nov
19
accepted What is the depth that a pixel shader may output? Is it necessary to write Depth?
Nov
19
comment What is the depth that a pixel shader may output? Is it necessary to write Depth?
Ok so automatically done but modifiable in case I want to override the value for my use. OK!!
Nov
19
awarded  Commentator
Nov
19
comment What is the depth that a pixel shader may output? Is it necessary to write Depth?
Ok, got that, usually it's automatically. But if I write as output of the Pixel Shader: output.Depth = 0.0f. What does it mean, that the write to the depth buffer is full of 0.0f?
Nov
19
comment What is the depth that a pixel shader may output? Is it necessary to write Depth?
Ok! What I mean is, if we don't do this "output" described in the MSDN page I posted (for instance, I'm working now on a pixel shader that returns just a color), is the depth buffer written or not? I thought it was, because we have a vertex shader and we don't really need to define a pixel shader... Am I wrong there? I've also seen pixel shaders returning just the color and depth testing working as normal...
Nov
19
asked What is the depth that a pixel shader may output? Is it necessary to write Depth?
Nov
19
revised How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
Reorganized the question completely to add the modification I added following recommendations from the users in this community and others. Also updated the title to make it more accurate and related to the current problem
Nov
18
comment How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
This leaves it just with 0s. So the depth buffer was cleared to 1.0 but it's as if I was writing zeroes on it!
Nov
15
comment How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
I would take the third approach as I need it to be fast and I really need the depth buffer. The problem is, I don't know how to bind the depth buffer as read only. I'm binding it like this: this.depthStencilShaderResourceVariable = effect.GetVariableByName("DepthTexture").AsShaderResource(); this.depthStencilShaderResourceVariable.SetResource(this.depthBufferShaderResour‌​ceView); I don't know if you mean this types of resource usage: sharpdx.org/documentation/api/… But didn't see anything useful in them.
Nov
15
revised How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
Added the way I'm setting the DepthStencilStateDescription and how I'm passing the DepthBufferStencilView as a render target
Nov
15
comment How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11
Following the comments I passed the DepthStencilView to my SetRenderTargets call and set a DepthStencilState with IsDepthEnabled as true (added the DepthStencilStateDescription in the question. (see changes in question) So I realized I'm now getting always a 1.0f because I'm clearing the DepthBuffer to 1.0f. So I'm not writing on it, the thing is I don't know why I'm not writing to it..? @NathanReed @SeanMiddleditch
Nov
15
comment Difference between texture.Load() and texture.Sample() methods in DirectX?
Thanks, I think I was using Sample considering it's usage as in Load...