I just downloaded new forcware 81.20 and in extension string is this GL_EXTX_packed_depth_stencil. Is it that, what we are waiting for? FBO with stencil buffer?
And now I realized that GL_EXT_texture_sRGB is here too.
Well, google knowns something about second extension, but doesn’t know about first one. There is NVidia spec:
http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_texture_sRGB.txt
Well, google knowns something about second extension, but doesn’t know about first one.
Fixing the typo it does , and points to one single place:
I don’t understand the motivation for this extension. Does anyone have any examples of where this would be useful?
Originally posted by knackered:
I don’t understand the motivation for this extension. Does anyone have any examples of where this would be useful?
As far I as understand are stencil und depth packed together in the memory so that you can attach/detach them only together.
no, sorry, i meant the GL_EXT_texture_sRGB extension.
Originally posted by knackered:
no, sorry, i meant the GL_EXT_texture_sRGB extension.
DirectX had sRGB support for a long time now. Check out their SDK demos for examples.
Originally posted by knackered:
Does anyone have any examples of where this would be useful?
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It has the potential of being significantly faster (look-up tables) than doing the gamma correction in a fragment shader.
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Pre-filtering conversion may be supported in the future.
I worked hard this day and I am now able to use stencil buffer with FBO
Here is small manual:
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Create Rendertarget with format GL_DEPTH_STENCIL_NV, I thing it will be the same as GL_DEPTH_STENCIL_EXTX
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Attach this render buffer to depth attachment
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And then attach it to stencil attachment
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All is done
I didnt try stencil buffer with texture, but I think that will be usable as renderbuffer.