Hi

I think if you render to fbo bit depth depends of internal texture format, in 
case of rendering to framebuffer idk.

Cheers.

04.07.2012, 14:30, "Martin Groer" <grosser.mar...@gmx.de>:
> Hello Sergey,
>
> thanks, it works! :-)
>
> Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I 
> think it doesn't make sense to save this into 32 bit. Or is this independent 
> if the GL_DEPTH_BITS?
>
> Cheers
>
> Martin
>
> -------- Original-Nachricht --------
>
>>  Datum: Wed, 04 Jul 2012 14:13:11 +0400
>>  Von: Sergey Polischuk <pol...@yandex.ru>
>>  An: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
>>  Betreff: Re: [osg-users] Render depth into texture with 32 bits
>>  Hi, Martin
>>
>>  try this:
>>
>>  texture2D->setSourceFormat(GL_DEPTH_COMPONENT);
>>  texture2D->setInternalFormat(GL_DEPTH_COMPONENT32);
>>  texture2D->setSourceType(GL_UNSIGNED_INT);
>>
>>  Cheers,
>>  Sergey.
>>
>>  04.07.2012, 14:06, "Martin Groer" <grosser.mar...@gmx.de>:
>>>  Hello,
>>>
>>>  how many bits are used by the GL_DEPTH_COMPONENT? I want to render the
>>  depth buffer value into a texture and use the internal texture format
>>  GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try
>>  GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the
>>  rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know 
>> how
>>  many bits are used. Is the number of bits depending on the Z-Buffer? My
>>  Z-Buffer use 24 bits.
>>>  Following the error message of GL_DEPTH_COMPONENT24:
>>>  ---------------------------------------------------------------------
>>>  Using host libthread_db library "/lib64/libthread_db.so.1".
>>>  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
>>>  Warning: FrameBufferObject: could not create the FBO
>>>  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
>>>  Warning: FrameBufferObject: could not create the FBO
>>>  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
>>>  FRAGMENT glCompileShader "" FAILED
>>>  FRAGMENT glCompileShader "" FAILED
>>>  glLinkProgram "" FAILED
>>>
>>>  Cheers
>>>
>>>  Martin
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