Original Post
Hi, I want to use a texture's surface as depth stencil buffer for my rendering step. What I'm doing is: - create a texture using D3DUSAGE_DEPTHSTENCIL and D3DFMT_D24S8 and D3DPOOL_DEFAULT. - Get the surface level (0). - Set the device depthstencil surface with the texture's surface 0. - Draw my primitives. - Get the texture and set it on the pixel shader and see what happens... The result is: A totally white texture.. I've been trying different things on the PS but still I get it monochromatic... Anyone ever tried doing this? FYI, my video card is a GeForce 8800 GTX.. Cheers.