Hi Stefano, On Mon, 30 Apr 2007, Stefano wrote:
> 2007/4/27, Stefano <[EMAIL PROTECTED]>: >> for what I know, this could be simply done changing the >> current GL_READ_BUFFER from the TextureGrabForeground draw() method... > > this is not true, as glReadBuffer() just specifies the current > framebuffer, not the buffer component.. isn't it? I've searched a lot > and i've found some extensions such as WGL_NV_render_depth_texture that > maybe could be useful for the purpose.. but I really don't know how. :p I never tried it, but isn't the ARB_depth_texture extension exactly for this purpose? http://oss.sgi.com/projects/ogl-sample/registry/ARB/depth_texture.txt If I understand the spec correctly (I just had a very quick look) after filling up your depthbuffer, you just copy the depthbuffer content to a texture via glTexImage2D() with the internalformat set to e.g. DEPTH_COMPONENT24_ARB and after that you can just bind this as a texture. I don't know if this can be done easily with a TextureChunk though... HTH, Akos ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
