Yesterday I tried my code on a different card (a 9800gtx) and I finally see
that the gl_FragCoord.z returns values between 0.9 and 1.0 due to the
non-linearization of Z. Extacly what that link from Dirk said about it.
Maybe it was a problem of gamma on the other computer who mounted a quadro
gpu, where I prevoiusly made my tests. Really don't know.
Now I will try to follow this article
http://www.mvps.org/directx/articles/linear_z/linearz.htm and linearize my
Z value. Then I will render the scene in a separate FBO with a unique
texture with GL_DEPTH_COMPONENT as internal and external formats. I will
let you know
Thanx to everybody
Erik
2008/12/16 Marcus Lindblom <ma...@yar.nu>
> 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
>
>
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