Hi, I'm working on a native rendering pluing. I want you the current depth stencil texture in my plugin as shader source. Extracting it from the immediate context works fine. In the Editor, I also can use the texture as shader input. But with a build executeable, the D3D11_BIND_FLAG of the same texture is missing the D3D11_BIND_SHADER_RESOURCE flag. Is there a better way to get access to depth stencil texture during runtime? I know there is an API for render-to-texture, but nothing there for on-screen-rendering. Thanks!