Hello Sergey,

thanks, it works! :-)

Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I 
think it doesn't make sense to save this into 32 bit. Or is this independent if 
the GL_DEPTH_BITS?

Cheers

Martin


-------- Original-Nachricht --------
> Datum: Wed, 04 Jul 2012 14:13:11 +0400
> Von: Sergey Polischuk <[email protected]>
> An: OpenSceneGraph Users <[email protected]>
> Betreff: Re: [osg-users] Render depth into texture with 32 bits

> 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]
> >
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