On Dec 20, 2004, at 11:32 AM, Cyril Kardassevitch wrote:
Le 20 déc. 04, à 19:05, Kenneth C. Dyke a écrit :
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 ?
No, if you want to copy the texture data out from the PBuffer using
glCopyTex[Sub]Image2D, that will work fine for both color and depth. I
was referring to the CGLTexImagePBuffer() routine which creates a
texture that represents the contents of the entire PBuffer in-place
without a copy.
-Ken
Kenneth Dyke, email@hidden (personal), email@hidden (work)
Sr Engineer, Quartz Effects Team, Apple Computer, Inc.
C++: The power, elegance and simplicity of a hand grenade.
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