Hi Aurelien,

When we first implemented osg::Camera RTT using FBO's it was necessary
to have a depth buffer otherwise the drivers would not be happy.  I
wouldn't thought this would be required now though.  Places that
manage the OpenGL side of attachments are in src/osg/Camera.cpp and
src/osgUtil/RenderStage.cpp so have a look it for guides for defaults
and how they are used when applying them to OpenGL.

Robert.

On 7 March 2013 13:26, Aurelien Albert <[email protected]> wrote:
> 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
>
>
>
>
>
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