I have read each specification up and down 7 times over. That is, I've tried to use FBOs 7 separate times, and found no way to use them in the specific case I'm about to elaborate on
Each time I try, depth-buffer testing no longer works, so, my question is:
If I need to render the scene with depth-testing, I'm guessing I can't use FBOs anymore, which makes them completely useless for me in this particular case.
Is this the case?
Please note that I am currently using FBOs successfully for other things in my project, and I have literally tried every combination of possibility..
I'm only asking as a last resort, just in case anyone has been sitting there for months working out the same problem, and found a solution, or more likely, come to the same conclusion... The specification says that the "real framebuffer" (aka framebuffer 0) is the only one that supports depth-testing
It doesn't matter if I add a renderbuffer or not, as long as I have a depth-texture target the screen is black
If I don't have depth-texture target it draws fine, just without depth-testing anymore
(I can't remember the exact details)
But this is what i need to do:
Render 1x depth, 2x color, remove 1x color, add 1x color, render 1x depth, 2x color, remove 1x color, render 1x depth, 1x color, done
this is the chain, and as you can see, im rendering to on average 3 textures, where one of them is the color target for the fullscreen shader (aka screenspace postprocess texture)
and the depth texture is for the same fullscreen shader
I'm guessing this doesn't work
I'm running OpenGL in compatibility mode (but using mostly 3.x features), so I'm unaware of any differences between core FBOs and compatibility FBOs
I'm hoping they are one and the same (since I don't query entry points for any *EXT)
Edited by Kaptein, 06 November 2012 - 02:28 PM.