Hi, On Wed, 2010-06-23 at 08:56 +0200, Constantin Müller wrote: > Hello Carsten, > > > > >> Another question: > >> Do I have to set the _sfImage Field of the Renderbuffers? > > > > only if you want to download the contents to main memory. > > > > Ok. This is what I'm up to.
IIRC nobody every tried this for the packed depth/stencil buffer, I'm not sure what image format one would have to use for the read back, I'll have to check. > >> I did not do that for the Depthbuffer and it worked, so I didn't set > >> the Image of the Stencilbuffer either. > >> And if I have to set the Images, which OSG-Imageformat corresponds to > >> GL_STENCIL_INDEX8_EXT and GL_DEPTH_COMPONENT24? > > > > the OpenSG Image::PixelFormat and Image::Type enums are only aliases for > > the GL values of the (almost) same name, so you can use those instead. > > Off the top of my head I'm not sure what the correct values for a depth > > 24 stencil 8 buffer is though. > > > >> Could this be the missing attachment? > > > > Sorry for sticking to this, but I'm pretty sure your problem is the > > separate stencil buffer (it sounds like you are still using it), please > > use a combined depth/stencil buffer with format GL_DEPTH24_STENCIL8_EXT. > > > There is another question, I have to ask. > How do I set the attachments of the FBO with the combined Renderbuffer > right now? > Do I have to set the same Renderbuffer with the > GL_DEPTH24_STENCIL8_EXT format as Stencil- and Depth-Attachment? yes, I only saw an example for TextureBuffers but there the same attachment was used for Depth and Stencil, e.g. something like // Setup depth_stencil texture (not mipmap) glBindTexture(GL_TEXTURE_2D, tex_depthstencil); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, 512, 512, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, tex_depthstencil, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, tex_depthstencil, 0); I assume for RenderBuffers it works the same, though I haven't tested it. kind regards gerrit ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users