[osg-users] Render depth into texture with 32 bits
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render depth into texture with 32 bits
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render depth into texture with 32 bits
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render depth into texture with 32 bits
Hi, sourceFormat and sourceType are used if you read back the texture in CPU memory. To ease my debug in gDebugger, I use sourceType=GL_FLOAT It doesn't change how the fbo works, but I can read floats between 0 and 1 in the debugger. Regards, -Fred - Mail original - De: Sergey Polischuk pol...@yandex.ru À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Mercredi 4 Juillet 2012 12:57:14 Objet: Re: [osg-users] Render depth into texture with 32 bits 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org