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Investigate sampling from depth texture problems.

Open floooh opened this issue 2 years ago • 0 comments

  • D3D11 doesn't allow D3D11_BIND_SHADER_RESOURCE for depth-stencil pixel formats (need to use TYPELESS pixel formats)
  • D3D11 needs a different pixel format in the shader resource view than the texture object
  • GL [???]
  • Metal [???]

=> need a new sokol-sample

floooh avatar May 14 '23 12:05 floooh