PDA

View Full Version : GL_EXTX_packed_depth_stencil



Matt Zamborsky
09-18-2005, 11:13 AM
I just downloaded new forcware 81.20 and in extension string is this GL_EXTX_packed_depth_stencil. Is it that, what we are waiting for? FBO with stencil buffer?

Matt Zamborsky
09-18-2005, 11:15 AM
And now I realized that GL_EXT_texture_sRGB is here too.

cppguru
09-18-2005, 11:36 PM
Well, google knowns something about second extension, but doesn't know about first one. There is NVidia spec:

http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_texture_sRGB.txt

tamlin
09-19-2005, 09:05 AM
Well, google knowns something about second extension, but doesn't know about first one.

Fixing the typo it does (http://www.google.com/search?q=EXT_packed_depth_stencil) , and points to one single place:

download.nvidia.com/developer/presentations/2005/SIGGRAPH/fbo-status-at-siggraph-2005.pdf

knackered
09-20-2005, 12:15 AM
I don't understand the motivation for this extension. Does anyone have any examples of where this would be useful?

marco_dup1
09-20-2005, 03:42 AM
Originally posted by knackered:
I don't understand the motivation for this extension. Does anyone have any examples of where this would be useful?As far I as understand are stencil und depth packed together in the memory so that you can attach/detach them only together.

knackered
09-20-2005, 07:39 AM
no, sorry, i meant the GL_EXT_texture_sRGB extension.

andras
09-20-2005, 07:50 AM
Originally posted by knackered:
no, sorry, i meant the GL_EXT_texture_sRGB extension.DirectX had sRGB support for a long time now. Check out their SDK demos for examples.

spasi
09-20-2005, 09:17 AM
Originally posted by knackered:
Does anyone have any examples of where this would be useful?1. It has the potential of being significantly faster (look-up tables) than doing the gamma correction in a fragment shader.

2. Pre-filtering conversion may be supported in the future.

Matt Zamborsky
09-20-2005, 10:39 AM
I worked hard this day and I am now able to use stencil buffer with FBO :)

Here is small manual:

1. Create Rendertarget with format GL_DEPTH_STENCIL_NV, I thing it will be the same as GL_DEPTH_STENCIL_EXTX

2. Attach this render buffer to depth attachment
3. And then attach it to stencil attachment
4. All is done :)

I didnt try stencil buffer with texture, but I think that will be usable as renderbuffer.