Hi,
Which card do I need minimum to use depth test in connection with a floating point render target?
Am I right, that this is only available for NVIDIA cards?
thanks in advance,
benjamin
Hi,
Which card do I need minimum to use depth test in connection with a floating point render target?
Am I right, that this is only available for NVIDIA cards?
thanks in advance,
benjamin
Every card that supports rendering to FP-FBO will support depth testing on it… So GF FX and up. Or do you want floating-point depth buffer? This is only implemented on 8800
I don’t need floating point Depthbuffer. The reason I asked is: I tried to render to a Fixed point frame buffer object, everything works fine. Depth test is working as it should. But when I change the internal format of the Framebufferobject to GL_RGBA16F_ARB (or any similar) it stops to work.
My card is an ATI 9600 XT
For depth testing (with fixed point) in connection with a F/P rendertarget, do I need a Depth Attachment?
I think, the reason is that you enable blending, and it is not supported on your graphic card.
Try to disable framebuffer blending operations.
This is not depth-test, color attachement format doesn’t affect anyhow on depth operations.
You need an depth attachment with FBO in any case if you want to use depth test. Just use a depth renderbuffer. If you could use depth test without depth attachment, then something is definitely wrong
Do the depth attachment and the renderbuffer’s internal format have to be equal, or can I use GL_RGBA16F for the colorbuffer and fixed point for the depth attachment?
Just to clear some naming convention:
A framebufferobject can have 2 different type to attachments.
Bare in mind attaching a “Color” renderbuffer is not exactly the same as attaching a “Color” texture.
Attaching a GL_RGBA16F_ARB “Texture” with “Depth” renderbuffer should work at least it does on 7800GTX.
Thanks for your answers - depth test works on my ATI with Framebufferobjects of type GL_RGBA16F_ARB. I tracked down the problem to the shader and its inability to write gl_FragDepth in this combination. I already did an earlier post, but I have forgotten that fact - shame on me.
Thanks again for your time,
benjamin