I've been reading from all sorts of Internet articles about trying to get stencil buffer to work within Frame Buffer Objects and what I've encountered is a massive amount of conflicting information. Some articles say it doesn't work, others say it does but requires the use of Depth Buffer as well - and a couple mention potential hacks using multiple FBOs. So, what exactly is the case with Stencil Buffers and FBOs?
What I really need is an FBO with just color and stencil buffers - adding a depth buffer I do not use results a serious framerate dip. Is there a special multi-FBO work-around to do this or this a lost cause?
Any help is appreciated.
The final word on stencil buffer and FBOs
Started by _necrophilissimo_, Jan 07 2012 04:59 AM
2 replies to this topic
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Posted 07 January 2012 - 06:04 AM
I don't think that any GPU support a color buffer and stencil buffer. Mots GPUs support the D24S8 format (Depth = 24 bit + stencil = 8 bit ==== total 32 bit)
http://www.opengl.org/wiki/Framebuffer_Object_Examples#Stencil
http://www.opengl.org/wiki/Framebuffer_Object_Examples#Stencil
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);






