Hi Joachim,

  Bug 4468363 -
  D3D: Raster getDepthCompoent did not return [0..1] range for
DepthComponentFloat

  is submit for this. This happen in DirectX version which
we should manually divide the z buffer content get back
from depth buffer by depth buffer depth value. (Unlike
OGL which do this automatically by
  glReadPixel(... GL_DEPTH_COMPONENT, GL_FLOAT..) )

So using DepthComponentFloat under D3D version would be
slow after this bug is fixed.

Thanks.

- Kelvin
---------------
Java 3D Team
Sun Microsystems Inc.


>Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Date: Mon, 11 Jun 2001 20:53:25 +0200
>From: Joachim Diepstraten <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] readRaster when to call?
>To: [EMAIL PROTECTED]
>
>Hi
>
>On Mon, 11 Jun 2001, Yazel, David J. wrote:
>
>> I always get 0..1 back.
>Well I don't :(. Maybe a driver/interface problem?
>
>I get 1.6777215E7 instead of 1.0
>
>EOF,
> J.D.
>
>--
>Jmark2k+1 (http://www.antiflash.net/jmark)
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