Hello,
I’m working with an older OpenGL app, using the fixed pipeline. The app uses a cubemap and I’m querying vertex information with:
glReadPixels( x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z );
and then using the newfound z in a call to gluUnproject.
A few days ago, I realized that sometimes the unprojected values are wrong with the textured cube, whereas in a test app without textures it always returns correct values.
I’m wondering if having the textures active when reading the pixel information is affecting the output.
Is a good idea to call
glDisable(GL_TEXTURE_CUBE_MAP)
before calling glReadPixels and gluUnproject?
Thanks in advance!