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dpadam450

FBO doesnt draw entire scene..?

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Do I have to bind the standard depth buffer? Or will it default use it? It appears as if depth buffering is just not working as default. //Draws only some of the scene glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO_0); DrawChinaOffice(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); //Normal drawing to Color Buffer //Works fine glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); DrawChinaOffice(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); It's just not drawing a few of my models and I'm not sure why.

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Quote:
Original post by dpadam450
Do I have to bind the standard depth buffer? Or will it default use it?
It appears as if depth buffering is just not working as default.

You also attach a depth buffer image to the FBO to perform proper depth test. Otherwise, the output image will be corrupted because of missing depth test.

I am not sure it is possible to attach the default depth buffer to a FBO, but I attach a renderbuffer object image to GL_DEPTH_ATTACHMENT_EXT to get the correct colour buffer result.

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No, it is nor possible to attach the framebuffer depth to your FBO. You have to create one and attach.

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Sucks? Anyone have a guess as to why they don't let you do that? I mean it's not that much memory to hold it but still. Now I lose more memory.
Thanks.

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There is a lot of things they don't allow like the dimensions of the depth buffer must be exactly the same as the color buffer, so I guess that is one reason.

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