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 > > > > > > _______________________________________________ > 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

