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Author Topic: OpenGL Depth buffer  (Read 1285 times)

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DEElekgolo

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OpenGL Depth buffer
« on: June 30, 2011, 05:54:02 am »
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?

Laurent

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OpenGL Depth buffer
« Reply #1 on: July 02, 2011, 10:33:11 pm »
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.
Laurent Gomila - SFML developer

DEElekgolo

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OpenGL Depth buffer
« Reply #2 on: July 02, 2011, 11:38:33 pm »
So I should be binding my own frame buffer/render buffer rather than getting the buffers that the window context already uses?

Laurent

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OpenGL Depth buffer
« Reply #3 on: July 03, 2011, 09:31:55 am »
If you want to use them as textures, yes.
Laurent Gomila - SFML developer

 

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