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Re: Depth sharing Design

Posted: Thu Jun 30, 2011 12:34 pm
by kornerr
dark_sylinc, how's the progress?

Re: Depth sharing Design

Posted: Thu Jun 30, 2011 3:51 pm
by dark_sylinc
I'll be looking at it this weekend (I'm taking an exam today and this saturday)

Cheers

Re: Depth sharing Design

Posted: Thu Jun 30, 2011 5:06 pm
by kornerr
Thanks in advance (Good luck with the exams!)

Re: Depth sharing Design

Posted: Sat Jul 02, 2011 8:18 pm
by dark_sylinc
kornerr wrote:Thanks in advance (Good luck with the exams!)
Thanks! I hope they went ok!!!

Quite a bug you've discovered. Turns out FBOs weren't using stencil buffers at any time! Fixed in trunk (GL; GLES & GLES2 Render systems were being affected) D3D rendersystems were fine.

Thanks for the bug report.

Cheers
Dark Sylinc

PS. Took me more time to get CEGUI working than fixing the bug itself...

Re: Depth sharing Design

Posted: Sun Jul 03, 2011 6:53 am
by kornerr
Thanks a lot! Works as a charm :)

Re: Depth sharing Design

Posted: Fri Nov 04, 2011 12:03 pm
by boyamer
This is nice feature,
I want to ask you if this featuer is included, its possible to bind depth texture to shader?
I mean if its possible to create Depth stencil texture D16 or D24X8 format and bind it as SetDepthStencilSurface during rendering of scene and after that use if as depth texture in shaders?
Or vendor hack is necessary for this?
http://aras-p.info/texts/D3D9GPUHacks.html#depth

Thanks,

Re: Depth sharing Design

Posted: Wed Nov 09, 2011 6:36 pm
by dark_sylinc
Hi!

No, it's not supported.

I remember someone wanted to implement it (was it sparkprime? I think it was in this thread) but AFAIK nothing was really done.

And yes, to implement what you're looking for, we need those hacks in directx 9.
It's natively supported in dx +10 (although Ogre doesn't use it)