Already seen...I think my problem is not linked to matrix transformations or
math linearization but something like target textures or else. I'm trying to
write the z-value of the screen in the alpha channel of a RGBA float 32
texture (GL_RGBA32F_ARB).
I read somewhere that there is a GL_DEPTH_BUFFER_ARB   internal format but I
can't find the header where is defined.

2008/12/16 Dirk Reiners <dirk.rein...@gmail.com>

>
>   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
>
------------------------------------------------------------------------------
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

Reply via email to