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DX11 SET CAMERA DEPTH STENCIL BUFFER
Sets the current depth / stencil buffer of the specified camera.
Only images created using DX11 CREATE RENDER TARGET with the makeDepthStencilBuffer parameter set to true, or depth / stencil buffers used by other cameras
(DX11 GET CAMERA DEPTH STENCIL BUFFER) are valid to use as depth stencil buffers.
You can read these as two-channel images where the red channel contains the depth data from a render pass and the green channel holds any stencil data.
Most commonly one would use the depth part as a shadow map when the camera is rendered from the point of view of a light source.
The depth / stencil buffer can furthermore be written to directly by the output merger without any need for a pixel shader, thus making this a significantly faster way
to render shadow maps for geometry that doesn't have any transparent parts (in case of transparency a pixel shader is needed to ensure that only the opaque parts of the
mesh is drawn to the depth buffer).
A depth / stencil buffer should furthermore have the same dimensions (width / height) as the render target associated with the same camera as this buffer.
DX11 SET CAMERA DEPTH STENCIL BUFFER camera, depthStencilBuf, [arrayIndex]
camera Dword The camera to set the depth / stencil buffer of.
depthStencilBuf Dword The depth stencil buffer image to set the specified camera to use. If you set this to nullptr (zero) the old depth / stencil buffer will be retained.
[Optional] arrayIndex Dword If the depth / stencil buffer image was created as a render target array you can set this to determine what image in the array to set as the buffer. The array count starts at zero.
This function does not return a value.
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