Re: [PyOpenGL-Users] Depth buffer attachment problem
Brought to you by:
mcfletch
|
From: rndblnch <rnd...@gm...> - 2014-02-25 09:02:06
|
Nicolas Rougier <Nicolas.Rougier <at> inria.fr> writes: > First image is direct rendering (no framebuffer) and is ok. Second image is indirect rendering (rendering > to texture then displaying the texture, the left washed-out part is ok, it comes from the fragment shader > for testing purposes). > > I suspect the depth buffer is not really attached but I did not get any error along the way. did you clear the depth buffer between the binding of the FBO and the rendering? the code (even with dependencies) would help for analysis. renaud |