It seems vanilla DB pro doesn't provide any access to the underlying z-buffer storage.
I love DB but I'm becoming increasingly frustrated by it.
I want to use 2 x CAMERA TO IMAGE and have them share the same z-buffer. This can't be done without massive changes to the internal DP code but is trivial in pure C++ DirectX.
This is taken from the internal core code
DARKSDK void StartSceneEx ( int iMode )
{
// iMode : 0-regular, 1-no camera backdrop (when disable camera rendering)
.................................................
// clear the screen
if ( iMode==0 )
{
if(m_ptr->iBackdropState==1)
m_pD3D->Clear ( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, m_ptr->dwBackdropColor, 1.0f, 0 );
else
m_pD3D->Clear ( 0, NULL, D3DCLEAR_ZBUFFER, m_ptr->dwBackdropColor, 1.0f, 0 );
}
The above code is called during SYNC or FASTSYNC and as you can see the z-buffer is always cleared and can't be overridden.