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The final word on stencil buffer and FBOs

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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.

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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

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