Hi Erik, Erik Podetti wrote: > Hi everybody. I'm experiencing a strange behaviour. If I render my FBO, the > shader (SHL_CHUNK) associated to objects in the scene seems not to be able > to extract the gl_FragCoord.z component. > E.G. let's suppose I'm inside the fragment shader of an object inside the > scene view from the FBO, if I want as gl_FragData[n] (output) the > gl_FragCoord.z I get a saturated value of 1.0 or something similar. The > strange thing is tha gl_FragCoord.x and gl_FragCoord.y are correct. > If I "visualize" gl_FragCoord.w I get something like a " 1.0 - > Zbuffer"....similar to a z-buffer but inverted (near objects are white and > far ar black). > But I think the "w" component is not just "1 - z". > Can anybody please help me understanding how to extract the z value because > I simply need to create a zbuffer to a texture > Check out http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=234519 for some interesting info on gl_FragCoord.
Hope it helps Dirk ------------------------------------------------------------------------------ SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users