Hello Carsten

> hm, it appears readback was only implemented for color attachments :( The
> attached patch should change it to also handle depth and stencil attachments
> (including combined ones). Can you give it a try and see if it works for
> you, thanks!
>

I applied the patch and added

#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1

to OSGGLEXT.h

Now I got some invalid enumerant calls. Here is the glTrace:
...
|  glEndList()
|  glCallList(1)
|  glColorMask(TRUE, TRUE, TRUE, TRUE)
|  glDepthFunc(GL_LEQUAL)
|  glDepthMask(TRUE)
|  glDisable(GL_LIGHTING)
|  glDisable(GL_COLOR_MATERIAL)
|  glDepthMask(FALSE)
|  glDepthMask(TRUE)
|  glMatrixMode(GL_PROJECTION)
|  glPopMatrix()
|  glMatrixMode(GL_MODELVIEW)
|  glPopAttrib()
|  glReadBuffer(GL_COLOR_ATTACHMENT0_EXT)
|  glReadPixels(0, 0, 64, 64, GL_RGB, GL_UNSIGNED_BYTE, 073310A8)
|  glReadBuffer(GL_POINTS)
|  glGetError()
|  glReadBuffer(GL_DEPTH_STENCIL_NV)
W! OpenGL error GL_INVALID_ENUM detected
|  glReadPixels(0, 0, 64, 64, GL_UNSIGNED_INT_24_8_NV,
GL_UNSIGNED_BYTE, 00000000)
W! OpenGL error GL_INVALID_OPERATION detected
|  glReadBuffer(GL_POINTS)
|  glGetError()
|  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
>  glDepthMask(FALSE)

I'm wondering why there is an _NV at the end of GL_DEPTH_STENCIL.
Any hint or solution?

Thank you very much for your help.
Constantin

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