   Deferred Shading with depth from Z-Buffer - no stencil test for lights?
  Hello,So far I have been using the z-buffer (D24S32) that gets automatically written to in the depth pass to reconstruct pixelpos in viewspace during the ligthing. Now I wanted to add stenciltests in order to only shade appropriate pixels.And here is the problem: I can't use stencil tests if I have bound the depthstencil buffer as a shader input in D3D10, right?Does it mean that I have to write depth to a separate render target if I want to use stenciltests?   