   Z buffer Question
  Hi...I am new with shader programming, and I have questions about my results, if someone help me, I wil appreciate that.so.. let's to the point...this shot was take using normal renderhttp://www.calibregames.com/temp/grab0003.jpgthis shot was take using zbuffer renderhttp://www.calibregames.com/temp/grab0004.jpgthis was take splitting normal render and zbuffer renderhttp://www.calibregames.com/temp/grab0000.jpgmy question is: Is right my z buffer render? because it's a little compressed, it isn't in the same view direction of normal render, as I said, I new with shader programming and I don't know if is the expected result.here is my depth shader: struct VS_OUT{  float4   ProjPos : SV_Position;  float    Depth   : TEXCOORD1;};VS_OUT vs_main( VS_IN In ){  VS_OUT Out;  Out.ProjPos = mul( matMVP, float4(In.ObjPos, 1.0f) );  Out.Depth = Out.ProjPos.z/camFar;  return Out;}float4 ps_main( PS_IN In ) : SV_Target{  return float4(In.Depth, In.Depth, In.Depth, 1.0f);   }notes:matMVP: Model view projection matrixcamFar: far planeby the way, I want to use this depth buffer to create a postprocess effect, but I am having problem...thanks[Edited by - brunomesmo on April 28, 2009 5:58:16 AM]
  don't worry guys, I solved the mistery, was my mistake... FOV issue.I missed the FOV configurations...thanks anyway   