Quick one as my google foo is failing me..
I am curious if I can reuse my depth buffer later in the process in a different format,
( it's originally f32 I want to recycle it later as rgba_u8, so same bit count )
I think this is possible with DX via differing resource views but I am much less familiar with OpenGl.
I imagine one would bind it and redefine its format via glTexImage2D(..) ?
If it does/would work would there then be anyway weird hidden costs from doing this?
[OpenGL] Reusing Depth buffer
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Posted 29 August 2012 - 05:23 AM
I think texture views (http://www.opengl.org/registry/specs/ARB/texture_view.txt), introduced in OpenGL 4.3, might be able to do this.