On 6/6/07, Antonio Bleile <[EMAIL PROTECTED]> wrote:
> 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....
>

What kind of gfx board are you using?  I know that older NVIDIA boards
would only work with certain pixel formats. At one time I had found a
site that listed known working combinations for different boards...but
I didn't bookmark it :(

-Dan

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