Re: [PyOpenGL-Users] Problem with depth rendering to framebuffer for shadow map
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From: Utku A. <utk...@gm...> - 2010-12-20 14:51:45
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Hello Dirk, You are right, I am using a frame buffer with a texture as depth attachment. I've used GPU Studio of ATI to copy the actual texture that includes depth values, here it is: http://img228.imageshack.us/img228/3865/dc98pstexture0t.png Z-fighting should take place in the compare phase of SM shader, in the 2nd pass I think, I am not sure what can result such a texture. On Mon, Dec 20, 2010 at 4:20 PM, Dirk Reiners <dir...@gm...> wrote: > > Hi Utku, > > are you sure this is a depth buffer? It looks more like a framebuffer to me, and > the artifacts look a lot like z-fighting, where you have two polygons at almost > the same positions. > > Just my $.02 > > Dirk > > > ------------------------------------------------------------------------------ > Lotusphere 2011 > Register now for Lotusphere 2011 and learn how > to connect the dots, take your collaborative environment > to the next level, and enter the era of Social Business. > http://p.sf.net/sfu/lotusphere-d2d > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |