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Render To Texture - depthStencilView

Started by gnmgrl Feb 19, 2013 at 10:03 AM 3 replies 1.8k views
Original Post
gnmgrl
gnmgrl

Hello,

I recently stumbled over a problem with my render-to-texture mechanism. I was setting

 d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, 0);
, what obviously will let me render to the renderTargetView, but without using a depthStencilView.

Now, when I try to pass my depthStencilView as the last parameter, nothing gets drawn anymore. Is there a specific parameter I have to set in the depthStencilView to allow it to be used when I draw to a texture?

Again, without the depthStencilView it works fine, but of course without depth.

If you need some more code on how I initialise stuff, let me know.

Thank you very much!

Nik02
Nik02

Does the depth stencil view have the same dimensions and sample count as the color target?

Niko Suni
PKLoki
PKLoki

Could be a few reasons. Check your depth-stencil buffer is cleared correctly unless you're reusing it from a previous pass - depth initially set to 1 typically, so things with less depth pass the depth test. Stencil typically set to 0. And check your depth stencil tests are set as you expect, i.e. you haven't inadvertently left a stencil test set inappropriately from a previous operation, or got the depth test set the wrong way round. You could try temporarily turning both tests off completely to see if anything is drawn then.

gnmgrl
gnmgrl

Found the problem. I forgot to ZeroMemory the descriptionbuffer of the depthstencilview, not sure why this cause such an akward problem though. Well, now it's running fine.

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