Sorry I don't have anything to contribute, but how were you able to  
get the shader SDK working? Using the beta SDK and DXSDK Nov2008,  
the .fxc files do not seem to build successfully.





On May 23, 2009, at 9:29 PM, "walter" <wal...@nebulastation.net> wrote:

> 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  
>>>>> <wal...@nebulastation.net>
>>>>> 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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