I am trying to perform some sanity debugging during the writing shades. It would be much better if I could locate some values of the depth buffer so I can inside the in my shader. The value that you would put there would have been the depth buffer size. In OpenGL, It is done with 'glClearDepth' as far as I can tell, not much sure about D3D. It assumes as the right location would be in the Viewport class. Maybe the interface would look like this :
Code:
@param value the value to initialize all pixels in the depth buffer with
void Viewport::setDepthClear(double value);
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