Hi
kind of late response here :)
that's just how opengl texture works
in order to use texture, you need need to allocate memory storage for it with
glTexImage2D call, and for this call you should provide internal
format(GL_DEPTH_COMPONENT16), format(GL_DEPTH_COMPONENT), and type
(GL_UNSIGNED_SHORT)
Cheers.
15.12.2012, 04:49, Peterakos hay...@gmail.com:
Hello.
Lets say i have a texture which stores the depthmap.
1) Is the following correct ?
texture2d-setInternalFormat(GL_DEPTH_COMPONENT16);
texture2d-setSourceFormat(GL_DEPTH_COMPONENT);
texture2d-setSourceType(GL_UNSIGNED_SHORT);
2) Why do we need do initialize both internal format and source format
if we are not going to use
any image ?
Thank you
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