On some depth Depending Shaders I realized that Rendermonkey does not uses any Texture Format I select from the list box.
For Example I Select: A32R32G32B32
but it hardcoded always selects A8R8G8B8
the format is also nowhere saved in the XML wrapped rfx file
I can’t test my shaders pretty well with this method.
Here I try to recalculate the normals from depth.
I need to set my near and far plane so close together to get good results that its useless for testing.
Here a little example with near and far just 10 units apart.
I now see low Alpha Channel resolution.
Anyone else knows this Bug or how to avoid it ?
Btw: I tested my shaders in a different 3D-Engine with 32bit alpha channel and it works perfectly fine :), but I want to use Rendermonkey for Shader development