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Thread: Problems with Depth Buffer

  1. #1
    Intern Newbie
    Join Date
    Jul 2003
    Posts
    46

    Problems with Depth Buffer

    I'm drawing a large amount of Spheres on the screen, and when I draw them in my standard manner, (Display list for each type, then calls for each of the spheres) everything works great. However, when I cap the spheres for slicing I group each type into a display list, cap that, and then call those display lists for each type. Unfortunately, I require clearing the depth buffer for each of the draws in order to prevent the stencil buffer from drawing the clipped spheres. ***Is there a definitive way to save and load the depth buffer*** so that I can only save the depths that are actually drawn?

  2. #2
    Senior Member OpenGL Pro
    Join Date
    May 2001
    Location
    Kristianstad,Skåne,Sweden
    Posts
    1,651

    Re: Problems with Depth Buffer

    glReadPixels

    Mikael

  3. #3
    Member Regular Contributor
    Join Date
    Jun 2002
    Posts
    371

    Re: Problems with Depth Buffer

    You might also want to look at
    WGL_ARB_buffer_region if you're on a windows platform.

    With it you can save/restore certain parts of a buffer(color/depth/stencil) into video or system memory.

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