Deferred rendering - Depth and lBuffer messed up

Hey Alkher,

as written this does not change the issue. As long as I do not resolve the render target between clearing it and rendering the light everything is fine. Resolving the target is somehow killing the alpha chanel of the render target …

Anyways … this is not a main issue. I want to understand WHY this is … more critical is the “spot” in the lbuffer-alpha mentioned above normal?

How do you write colors int your shader? Maybe the the graphicsdevice.clear is overriden in the shader with some value