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Hi Cyril,
*Cheers* Ben
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 ?
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| References: | |
| >PBuffer questions (From: bsupnik <email@hidden>) | |
| >Re: PBuffer questions (From: "Kenneth C. Dyke" <email@hidden>) | |
| >Re: PBuffer questions (From: Cyril Kardassevitch <email@hidden>) |
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