Original Post
Hello there! For my shadow map caching system, I need some feature which can downsample shadow maps if necessary. This will always be done by power of 2, so filtering is not really necessary. In the DXSDK documentation, I have read that StretchRecht does not support format conversion, stretching, and shrinking for depth and stencil surfaces. Does that mean, that there is no fast way to downsample a shadow map, or are there some other options that will work? Any possible solution should work for shader 1.x hardware an higher, pre-shader would be nice too, but it is not necessary... maybe for older hardware, it is no problem at all, beacuse integer formats are used for shadow maps instead of floating point. :) Brisco