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

