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

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