Jump to content
  • Advertisement
Sign in to follow this  

OpenGL [OpenGL] Reusing Depth buffer

This topic is 2214 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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?


Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!