View Full Version : How to bind pbuffer to depth-texture?
10-09-2003, 02:21 AM
i have read the spec of WGL_ARB_render_texture, but i cannot learn more about how to bind pbuffer to depth-texture,anyone has suggestions?
10-09-2003, 04:00 AM
10-09-2003, 09:59 PM
Originally posted by CatAtWork:
i have tried it, it works well on my GF4 Ti4600,
but it is NV's extension, does ATI cards support this extension
10-10-2003, 04:34 AM
That's correct. There is no pbuffer format with depth on ATi cards currently.
If you can use fragment programs, you can trick the card by putting the z in the rgb channels (this is how a depth texture would be looked up in a fragment program).
Powered by vBulletin® Version 4.2.2 Copyright © 2015 vBulletin Solutions, Inc. All rights reserved.