i guess, you are still trying to blit stencil. it's done like that:
- you initialize source and destination FBO's. both should have stencil attachment, defined like that: glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Width, Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderBuffer); - you render to source buffer and fill stencil with whatever you want
- you bind destination buffer as a draw_buffer - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bufferObject), and source buffer as read_buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, bufferObject).
- you blit from source to destination glBlitFramebuffer(0, 0, srcWidth, srcHeight, 0, 0, dstWidth, dstHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- GL_NEAREST is important, depth\stencil buffer is not directly compatible with filtering.
- you use stencil as usual in destination frame buffer;
i've ignored your topic because of that:
https://www.opengl.org/discussion_boards/showthread.php/180986-Some-stencil-fbo-code-runs-on-ati-but-not-on-nvidia
you've got the solution to one of your problems, but instead of commenting it you've posted some unrelated message quoting yourself. and that's not the first time you've completely ignored an answer.
and in this topic you've posted more text discussing me, than anything related to your problem. was that necessary?
no, i'm not related to nvidia or any other corporation. and i'm very far in my knowledge level from someone you can assume is an experienced professional.
i think your method is slow, because you were using legacy functionality, which is not hardware-accelerated in any way.