Maybe : textureDepthStencil->setInternalFormat( GL_DEPTH_STENCIL_EXT ); ... camera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, textureDepthStencil); Could work. As the depth and stencil buffer are packed, so should the texture. (re)read http://www.opengl.org/registry/specs/EXT/packed_depth_stencil.txt
there is a paragraph that starts with : In addition, a new base internal format, GL_DEPTH_STENCIL_EXT, can be used by both texture images and renderbuffer storage. When an image with a DEPTH_STENCIL_EXT internal format is attached to both the depth and stencil attachment points of a framebuffer object (see EXT_framebuffer_object), then it becomes both the depth and stencil buffers of the framebuffer... -Fred _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org