I tried to make CShadowDepthView draw into a custom render target which
would then be passed to shader, but I cant find the right way how to do
it. Being inexperienced in programming, I really could use some advice.

> only way - additional render pass with depth write only. Simplest way
> (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for
> writing full range depth. I think it should look like "always turned on
> flashlight" with FOV`s (horizontal and vertical) and resolution equal to
> viewport FOV and resolution accordingly. Something like that...
>
> Pardon for poorly english ))
>
>> Is there any other way how to get depth (distance) into shader?
>>
>> It is for Orange Box-based mod.
>>
>> > On PC platform _rt_FullFrameDepth is a compressed depth buffer. This
>> means
>> > that presented not full depth range, but only part, not to exceed
>> > OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h).
>> That is
>> > why we have fake soft particles. Sadly :(
>> > > Is this for ep1?
>> > >
>> > > On Fri, May 22, 2009 at 12:52 PM, walter <[email protected]>
>> > > wrote:
>> > > > I wrote a custom shader which accesses depth buffer through
>> > > > "_rt_FullFrameDepth" render target. It works, but alpha channel
>> > > becomes
>> > > > maxed out to white just few meters from camera, preventing
>> intended
>> > > > function. Any idea what could I be doing wrong?
>> > > > Jan "Walter" Sluka
>> > > >
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