Hello Gerrit, On 08/31/10 11:16, Gerrit Voß wrote: > On Tue, 2010-08-31 at 09:49 -0500, Carsten Neumann wrote: >> hm, apparently one does not pass anything to glReadBuffer (i.e. I >> suppose GL_NONE is the right value) - I have to admit that this makes >> little sense to me and I don't understand how the following >> glReadPixels() is supposed to know that it should read from the combined >> depth/stencil buffer > > because you pass GL_DEPTH_STENCIL_EXT/GL_DEPTH_COMPONENT to glReadPixels > and for this you only have one binding point inside the FBO unlike the > ColorBuffers where you have many and thus have to select one with > glReadBuffer.
hm, that makes sense. On the other hand to read the application framebuffer depth or stencil one had to use glReadBuffer(GL_DEPTH) or glReadBuffer(GL_STENCIL), which makes this a bit inconsistent, but ok. > Why it does not ignore what is set in glReadBuffer I > don't know. It might actually ignore the value set in glReadBuffer, but I was trying to call it with something like GL_DEPTH_STENCIL_EXT, which it did not like ;) Cheers, Carsten ------------------------------------------------------------------------------ This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users