[osg-users] Render depth into texture with 32 bits

2012-07-04 Thread Martin Großer
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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Re: [osg-users] Render depth into texture with 32 bits

2012-07-04 Thread Sergey Polischuk
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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Re: [osg-users] Render depth into texture with 32 bits

2012-07-04 Thread Martin Großer
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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Re: [osg-users] Render depth into texture with 32 bits

2012-07-04 Thread Sergey Polischuk
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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Re: [osg-users] Render depth into texture with 32 bits

2012-07-04 Thread Frederic Bouvier
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
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  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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