Yes, and yes. For the former, as long as the pixel format for the
context attaching to the pixel format has the attributes for a depth
buffer, the pixel buffer itself will have a depth buffer. For the
latter, make sure that you set the internalFormat argument for
CGLCreatePBuffer to GL_DEPTH. That will ensure that any textures
created from the PBuffer are depth textures. There is a limitation in
the PBuffer API right now that means you can't use the PBuffer as both
a color and depth texture.
Do you mean that it is impossible to copy (via glCopyTexSubImage2D...)
both the color and the depth components into 2 different textures ?
In this case how can we do transparent (colored) shadows for exemple ?
iLuaC software
www.iluac.com
La Blaquererie, 12230, La Couvertoirade, FRANCE
phone # (33 / 0) 565 587 995
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