I am implementing a voxelization algorithm based on the work of Zhao Dong et 
al: "Real Time Voxelization Of Complex Polygonal Models". The best way to do 
this is using Frame Buffer Objects (FBO) and OpenSceneGraph supports it. Its 
easy to create a CameraNode and set it to render to a FBO and use the 
generated texture for my intent. The FBO will be automatically created but 
this FBO will have a color buffer and a depth buffer. In order to save memory 
I need only the color buffer. In OpenGL you can control the use of depth 
buffer in the FBO. How can I do this in OpenSceneGraph?

Can anybody help me?

Mauricio Hofmam

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