A quick question:
Is it possible to share the depth buffer between 2 drawables, where one
is on-screen and one is offscreen?
To elaborate:
------------------
I'm looking at a profile of our upcoming game, GooBall, and a
glTexSubImage is literally jumping out at me. We use it for refraction
through a glass sphere along these lines:
Set up render-to-texture
Render Scene.
do a copyTexSubImage around the ball.
Render ball with the texture copied above to fake refraction
Set up rendering to screen.
Post-process texture to main screen.
We're already rendering to a texture & putting that on screen with
various post-processing FX applied. What I would like to do would be
something along these lines:
Set up render-to-texture
Render Scene
Set up rendering to screen.
Post-process texture to main screen.
Render ball with texture generated above
This would effectively eliminate my glCopyTexSubImage, but gives me one
problem: when rendering to the main screen, I don't have the Z buffer
from the actual scene, hence the ball would appear in front of any
geometry that might be between the camera & the ball. I can live with
the geometry getting refracted incorrectly (as it does in the current
scheme), but I cannot separate the geometry between the ball and the
camera.
Any ideas?
Nicholas Francis
www.otee.dk
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