7 minutes ago, Hodgman said:
Yeah. GL's "framebuffers" are a very thin/lightweight object that is equivalent to the parameters passed into OMSetRenderTargets (i.e. it's just an array of up to 8 render-target-views and up to 1 depth-stencil-view, which themselves are just a pointer to a texture-resource and some format/size info).
Forgive me if this is marginally off topic, but with OpenGL, is that done this way?
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);