Hi!
I have ported Light Indexed Deferred Lighting from Original Demo: to Direct3D12 Version and OpenGL core profile version
I have bug during final shading pass for Direct3D12 version:
![](https://uploads.gamedev.net/forums/monthly_2022_02/454a713ffd0f4900bcdacf16d5a88a69.lidr_d3d12_bug.png)
And OpenGL Version with some modification:
2) Simple light source animation
3) Also I tested an optional Direct3D clip control mode
![](https://uploads.gamedev.net/forums/monthly_2022_02/878f1c2707c84c7286646b1e2d6dc759.lidr_gl.png)
I Guess may be Problem with Depth Bound Test. I need fixing for Direct3D12 only. I can provide additional information
Hov to fix it ?