Stefan Dösinger wrote:
If I force the z value in the [0.0, 1.0] range, it is shown, but the rest is broken obviously.
Err reading your e-mail again, pardon my directx ignorance, but aren't all d3d z values supposed to be in the [0.0, 1.0] range? I thought that was the range for the z buffer. I recall reading that one of the main annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0] for depth and D3D used [0.0, 1.0].