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      HRESULT hr = S_OK;

// Setup the render target texture description.

D3D11_TEXTURE2D_DESC rtTextureDesc;

rtTextureDesc.Width = 1280;

rtTextureDesc.Height = 960;

rtTextureDesc.MipLevels = 1;

rtTextureDesc.ArraySize = 1;

rtTextureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;

rtTextureDesc.SampleDesc.Count = 1;

rtTextureDesc.SampleDesc.Quality = 0;

rtTextureDesc.Usage = D3D11_USAGE_DEFAULT;

rtTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;

rtTextureDesc.CPUAccessFlags = 0;

rtTextureDesc.MiscFlags = 0;


// Create the render target texture.

V_RETURN(pd3dDevice->CreateTexture2D(&rtTextureDesc, NULL, &m_renderTargetTexture));


// Setup the description of the render target view.

D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;

renderTargetViewDesc.Format = rtTextureDesc.Format;

renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;

renderTargetViewDesc.Texture2D.MipSlice = 0;


// Create the render target view.

V_RETURN(pd3dDevice->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView));


//Setup the depth stencil texture description. 

D3D11_TEXTURE2D_DESC dsTextureDesc;

dsTextureDesc.Width = 1024;

dsTextureDesc.Height = 1024;

dsTextureDesc.MipLevels = 1;

dsTextureDesc.ArraySize = 1;

dsTextureDesc.SampleDesc.Count = 1;

dsTextureDesc.SampleDesc.Quality = 0;

dsTextureDesc.Format = DXGI_FORMAT_D32_FLOAT;

dsTextureDesc.Usage = D3D11_USAGE_DEFAULT;

dsTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;

dsTextureDesc.CPUAccessFlags = 0;

dsTextureDesc.MiscFlags = 0;

V_RETURN(pd3dDevice->CreateTexture2D(&dsTextureDesc, NULL, &m_depthTexture));


// Create the depth stencil view

D3D11_DEPTH_STENCIL_VIEW_DESC DescDS;

DescDS.Format = dsTextureDesc.Format;

DescDS.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;

DescDS.Texture2D.MipSlice = 0;

DescDS.Flags = NULL;

V_RETURN(pd3dDevice->CreateDepthStencilView(m_depthTexture, &DescDS, &m_depthView));


pd3dImmediateContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthView);

return hr;

Posted by Cat.IanKang
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