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Thread: 32 bit p buffer problem...

  1. #1
    Junior Member Newbie
    Join Date
    May 2004
    Posts
    9

    32 bit p buffer problem...

    Hi all!

    If i use a p-buffer as render target with 32 bit depth float per channel, i only get correct results of the geometry, if i set the viewport to the half resolution of the texture map. Whats wrong? Any idea?

    Thank you!
    Greetings Mario

  2. #2
    Advanced Member Frequent Contributor
    Join Date
    Apr 2000
    Location
    Melbourne,Victoria,Australia
    Posts
    767

    Re: 32 bit p buffer problem...

    Here's an idea. Tell us what happens when it goes wrong? What do you see that is incorrect.

    What hardware are you using?

  3. #3
    Junior Member Newbie
    Join Date
    May 2004
    Posts
    9

    Re: 32 bit p buffer problem...

    If i quarter the correct rendered scene, i only see the lower left corner! I'm using a Radeon 9800 Pro with the latest drivers. This is how i create the p-buffer:

    WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
    WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
    WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ATI,
    WGL_BLUE_BITS_ARB, 32,
    WGL_GREEN_BITS_ARB, 32,
    WGL_RED_BITS_ARB, 32,
    WGL_ALPHA_BITS_ARB, 32,
    WGL_DEPTH_BITS_ARB, 16,
    WGL_DOUBLE_BUFFER_ARB, GL_FALSE,
    WGL_STENCIL_BITS_ARB, 0,
    WGL_DRAW_TO_PBUFFER_ARB, GL_TRUE,
    WGL_BIND_TO_TEXTURE_RGBA_ARB, GL_TRUE

    If i change the WGL_BLUE_BITS_ARB, WGL_RED_BITS_ARB and WGL_GREEN_BITS_ARB to 16, i can see the complete scene....

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