Antonio Bleile wrote: > Hi, > > I'm still on the fbo's.... :-) As long as the fbo > emulation mode renders into the framebuffer, when > I switch from on fbo to the other, I get a "dirty" > background color&depth instead of the actual > color&depth associated to the fbo. It would be cool > if there would be a flag in the fbo telling to restore > the background of the fbo. For the color this should > be no problem, but I'm not sure how to deal with > the depth buffer. How can I render a depth texture into > the depth buffer? Any ideas? Also, do you think this could > be a useful feature? If so, I'd happily try to patch > the fbo code..
I'd say it's useful, _if_ one wishes to keep the "emulation" mode. (Which is what the "FBOOn" field should be called). Writing depth could be done with a shader. Cheers /Marcus ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
