Erik Podetti wrote: > 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.
What values do you get in your frame-buffer? They should be between 0 and 1. Cheers, /Marcus ------------------------------------------------------------------------------ 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