So we have to create additinal read only depth stencil view and set it as rendertarget when lighting pass. If not, reading depth buffer will fail.
D3D11_DEPTH_STENCIL_VIEW_DESC
desc;
desc.Flags =
D3D11_DSV_READ_ONLY_DEPTH;
I wandered for 3 hours about this.
댓글 없음:
댓글 쓰기