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




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