Tim,
That would appear to explain it. Thanks.
-Joel
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I'm not sure if this answers your question, but... the only portable
way to get a floating point depth buffer is with an FBO; you can't
attach one to the frame buffer associated with the main display. So
the example renders the geometry to an FBO attached to a slave, then
displays the results as a
Hello,
I'm trying to learn the intracacies of rendering to textures using osg, and
I've dissected the osgfpdepth example to do it. I've been largely successful
at resolving the code into a much simpler example for rendering using the color
buffer only.
Anyway, my goal was to have both the
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