use the new depth texture format INTZ which basically gives you access to the depthbuffer
AND you want to use a FrameDelay (EX9.Texture) or a Queue (EX9.Texture) or any module that uses one of those nodes (e.g. FrameDifference (EX9.Texture)) afterwards.
depthbuffer textures can't be cloned internally. therefore we need another renderpass which renders the depth content onto a new texture with any userspecified "normal" texture format.
I was briefly confused that it did not seem to work with a texture fx node without an extra render pass first, but this was just due the texture type being inherited in the module structure(ie it will try to make a depth buffer again from a quad with the first one).
Thanks for the demo. Could you explain why the clone is needed? Does the texture need to be reformatted before another shader can use it?
Would love to be able to make realtime object buffers with this...
the clone is needed only when you
depthbuffer textures can't be cloned internally. therefore we need another renderpass which renders the depth content onto a new texture with any userspecified "normal" texture format.
ah good to know thanks.
I was briefly confused that it did not seem to work with a texture fx node without an extra render pass first, but this was just due the texture type being inherited in the module structure(ie it will try to make a depth buffer again from a quad with the first one).