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

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http://forum.openscenegraph.org/viewtopic.php?p=52973#52973





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