Hi, As a preprocessing, I need to render a lot of quads to a texure. I already have something working with a render to FBO, but since I don't use depth test and I disabled depth write, I'm looking for a way to save some GPU memory by avoid the use of a depth buffer.
I tried this : p_camera->attach(osg::Camera::COLOR_BUFFER, _renderTexture); p_camera->detach(osg::Camera::DEPTH_BUFFER); To explicitly disable the depth buffer, but according to gDebuger, a depth buffer is still attached to my FBO. Thank you! Cheers, Aurelien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52973#52973 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

