Hi Dan, > I can only speak to how it works in 2.0...but this is basically how I > set up my TextureObjChunk for the FBO: > > img->set(OSG::Image::OSG_RGB_PF, size, size); > depth_tex->setImage(img); > depth_tex->setMinFilter(GL_LINEAR); > depth_tex->setMagFilter(GL_LINEAR); > depth_tex->setWrapS(GL_CLAMP_TO_EDGE); > depth_tex->setWrapT(GL_CLAMP_TO_EDGE); > depth_tex->setExternalFormat(GL_DEPTH_COMPONENT); > depth_tex->setInternalFormat(GL_DEPTH_COMPONENT32); > depth_tex->setCompareMode(GL_NONE); > depth_tex->setCompareFunc(GL_LEQUAL); > depth_tex->setDepthMode(GL_INTENSITY); > > Its not an apples to apples comparison but I hope that helps a bit. > Also, in 2.0 you have to do the depth and color attachments separate.
Things worsen when I don't use the ARB enums (GL_DEPTH_COMPONENT), then I get INCOMPLETE_ATTACHMENT error.... Cheers, Toni ------------------------------------------------------------------------- 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
