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GFXTextureProfile::RenderTargetZBuffer in TGEA 1.8.1

by Frank Bignone · in Torque Game Engine Advanced · 02/21/2009 (4:35 am) · 2 replies

I'm trying to adapt my full screen shader resource for TGEA 1.8.1 and I have one question.

Previously, I used a combination of RenderTarget and RenderTargetZBuffer profile in order to be sure to have a depth buffer in the render target. It looks like it disappears inside TGEA 1.8.1... Does it mean that now RenderTarget will generate both a color & z buffer render target?

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Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
03/17/2009 (6:16 am)
Ok I solved few weeks ago this issue, and also got all the previous code for FullScreen shader working perfectly. Will release this soon as I was working on another project those days :)
#2
03/20/2009 (11:01 pm)
Great news Frank I really am looking forward to it as I have used your resource in all previous versions of TGEA and am working on one in 1.8.1 now and was hoping this would happen. Thanks a ton for your hard work.