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kRogue

FBOs and stencil buffer:

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Hi, I am doing well at this point of using FBO, can attach color texture, and depth-stencil texture to render to, and it all works fine, but the last thing I want to do is to "copy" the depth-stencil texture that I have on the FBO to the "real" framebuffer, for color textures it is just glEnable(GL_TEXTURE_2D), glBindTexture() and then draw a rectangle, but what abut getting the stencil and depth data into the framebuffer?

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Hi,

this post (http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=3;t=015312

right?

actually, I am more concerned with the stencil buffer, i.e. I want to get the values of the stencil buffer into the "usual" framebuffer, naturally, the question comes up that the resolution of the two are not the same, but I figured the GL_NEAREST for the min and mag filters would make it all ok....

Note: I think you misunderstood the issue 11):

Quote:

11) Should blits be allowed between buffers of different __bit__ sizes?
Resolved: Yes, for color buffers only. Attempting to blit
between depth or stencil buffers of different size generates
INVALID_OPERATION.


my emphasis on __bit__, i.e. how many bits per pixel for depth and stencil, it is not about if the FBO's are different resolutions... however I tried blitting to a smaller area with the depth and stencil buffers with GL_NEAREST, and the results where not *I think* correct... but it is not so easy to tell, however, the nVidia hardware (GeForce6600GT) did not generate any errors, so I guess it is *supposed* to be ok.

[Edited by - kRogue on July 12, 2007 10:50:06 PM]

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