SFML community forums
Help => Window => Topic started by: DEElekgolo on June 30, 2011, 05:54:02 am
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I realize that the openGL context is created for me but how would I manage getting the depth buffer out of it so I pass it to my GLSL shader?
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To do what you want, you must use Frame Buffer Objects (FBO). Copying the back buffer to a texture manually would be very very slow.
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So I should be binding my own frame buffer/render buffer rather than getting the buffers that the window context already uses?
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If you want to use them as textures, yes.