   [DX10] Rendering depth
  this was probably asked before but search found nothing usefull :Sso, how do I read the depth buffer in order to render the depth of the scene?i have a fullscreen quad, in the depth stencil desc i put .BindFlags=D3D10_BIND_DEPTH_STENCIL|D3D10_BIND_SHADER_RESOURCE; ,this is how i create the depth stencil shader resource view:note: ptdepth is the texture2d i use to create the depth stencil view// Create Depth shader resource viewD3D10_SHADER_RESOURCE_VIEW_DESC dSRV;ZeroMemory(&dSRV,sizeof(D3D10_SHADER_RESOURCE_VIEW_DESC));dSRV.Format=DXGI_FORMAT_R32_FLOAT;dSRV.ViewDimension=D3D10_SRV_DIMENSION_TEXTURE2D;dSRV.Texture2D.MipLevels=1;dSRV.Texture2D.MostDetailedMip=0;device->CreateShaderResourceView(ptdepth,&dSRV,&m_pDSRV);than i bind this shader resource view to my effect file so it is applied to the fullscreen quad.i have only one render target now (and i'm not sure if i should made more of them :S).can someone please write or link me the steps necessary to display the zbuffer on the screen?   