We're porting an app from D3D that uses 2 render targets that are the
same resolution as the main GL backbuffer.
Along the way, we attempted to get these working with FBOs, but it
seems we've hit a snag, and I'm wondering if we're out of luck for
the FBO case.
D3D has a call that lets you query and set the currently active depth/
stencil buffer, separate from the current render target. This
particular app we're working on makes use of that to set render
targets for drawing fullscreen effects while still using the main
depth/stencil buffer for the context.
My understanding of the FBO spec is that it's not possible to use an
FBO with a color attachment along with the depth/stencil buffer that
goes with the main back buffer. If you want to use a depth buffer
with an FBO with a color attachment, that depth buffer has to be
created and used as an attachment for that FBO.
Is that correct?
If so, it seems we could fall back to using AUX buffers that share
the depth/stencil (the default), but I was kinda hoping we could come
up with an all-FBO solution.
--
Brad Oliver
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