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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
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Advanced Member
Frequent Contributor
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?
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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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