hummm, that does not sound like what I need. The code I'm thinking of would look somethign like this:
texture RT : RenderTarget
<
float Width=338;
float Height=319;
string Format="D3DFMT_A16B16G16R16";
float ClearDepth=1.000000;
int ClearColor=0;
>;
technique depth
{
pass p0 < string script = "RenderColorTarget = RT";>
{ ....blah...blah...
}
}
or the line with the script may look like <string RenderTarget = RT;>
I've seen this in several other apps, but it seems like they dont work in GS. You should also be able to get a depth buffer. I'd like to use both of these to create volumetric clouds and waters, but I need depth buffers to figure out how thick an object is in view space on the z. Thanks for the help!
Rob C.