ianyyin Posted February 23, 2016 Posted February 23, 2016 Hi, We are reading depth buffer and color buffer for every single frame in our application, the color buffer is ok, but the depth buffer got cleared, it showed FF, which is most far away... is it manually cleared in the engine code? If so, could you tell me how to enable the depth buffer to avoid cleared after rendering? Thanks, Ian
silent Posted February 24, 2016 Posted February 24, 2016 Hi Ian, There are at least two depth buffers available (native and internal) and it is not completely clear how you are reading and from which exactly buffer. Could you please provide us a small test scene with that behavior so we can debug it? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
ianyyin Posted February 25, 2016 Author Posted February 25, 2016 The way we are doing it, is directly read the DX11 depth buffer texture in Swap(), and after we copy it to our own buffer, we found it is FF.
silent Posted February 25, 2016 Posted February 25, 2016 Hi Ian, Native depth in d24/d32 format or our intrernal linear depth (RGBA8)? Can you please provide a small sample that can be used for debugging?Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
ianyyin Posted March 15, 2016 Author Posted March 15, 2016 native depth buffer, accessed from dx11 api. Unfortunately, we cannot provide a small sample.
silent Posted March 29, 2016 Posted March 29, 2016 Hi Ian, Maybe some parts of code you can show us how exactly you are reading this texture? It is really hard to suggest anything without seeing the actual use case or sample, sorry. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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