Jump to content

View more

Image of the Day

Boxes as reward for our ranking mode. ヾ(☆▽☆)
#indiedev #gamedev #gameart #screenshotsaturday https://t.co/ALF1InmM7K
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Binding a framebuffer but using the standard depth buffer

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 ill   Members   

320
Like
0Likes
Like

Posted 29 April 2013 - 04:56 PM

I've been searching for a while and seem to find no info.

 

Is it possible to bind a frame buffer object and use the standard depth buffer instead of attaching a texture as the depth buffer?  This is especially important for getting an application working on Tegra 3 chipsets since Tegra 3 seems to not support depth attachments. (WTF?!?!?!) and the standard depth buffer would do just fine for our current application.



#2 ill   Members   

320
Like
0Likes
Like

Posted 01 May 2013 - 11:40 PM

Ah I found the solution to using a depth attachment on Tegra 3 devices was to use a render target for depth and not a texture.






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.