Hi, Martin

try this:

texture2D->setSourceFormat(GL_DEPTH_COMPONENT);
texture2D->setInternalFormat(GL_DEPTH_COMPONENT32);
texture2D->setSourceType(GL_UNSIGNED_INT);

Cheers,
Sergey.

04.07.2012, 14:06, "Martin Groer" <[email protected]>:
> Hello,
>
> how many bits are used by the GL_DEPTH_COMPONENT? I want to render the depth 
> buffer value into a texture and use the internal texture format 
> GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try 
> GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the 
> rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know 
> how many bits are used. Is the number of bits depending on the Z-Buffer? My 
> Z-Buffer use 24 bits.
>
> Following the error message of GL_DEPTH_COMPONENT24:
> ---------------------------------------------------------------------
> Using host libthread_db library "/lib64/libthread_db.so.1".
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
> Warning: FrameBufferObject: could not create the FBO
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
> Warning: FrameBufferObject: could not create the FBO
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT glCompileShader "" FAILED
> glLinkProgram "" FAILED
>
> Cheers
>
> Martin
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to