I want to draw my pre-rendered depth map to the scene.
I get my depth value in the following way:
basically (Pixel Shader)
// Depth is stored as distance from camera / far plane distance, 1-d for more precision
output.Depth = float4(1-(input.Depth.x / input.Depth.y),0,0,1);
where (Vertex Shader)
output.Position = mul(input.Position, worldViewProjection);
output.Depth.xy = output.Position.zw;
(input = output of Vertex Shader)
and store it in a RenderTarget2D
depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth,
viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24, samples, RenderTargetUsage.DiscardContents);
But somehow, when I draw that (Single), I get this result:
(displaying rgb)
channel r:
(all black)
channel g:
channel b:
channel a:
Why is there data in every color channel althrough i only defined a value on the red parameter (and 1 on a, but you can somehow see the outlines of the model, so it cant be all 1)
And surprisingly, the b channel looks almost like what I am looking for, but has strange lines in it which stay at the same distance to the camera if I move it.