opengl - Configure FBO with depth buffer that has 32 bits -


i trying configure frame buffer object depth buffer has 32 bits, render , merely copy resulting color buffer system color buffer.

can me how code this?

you can attach texture:

glteximage2d(gl_texture_2d, 0, gl_depth_component24,               width, height, 0, gl_depth_component,  gl_float, 0);  glframebuffertexture2d(gl_framebuffer, gl_depth_attachment, gl_texture_,                                            textureid, level); 

to fbo , use texture draw full-screen quad on screen.

rendering texture , using fullscreen quad: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/

by using gl_depth_component24 have max depth precision hardware uses. in fragment shader (for fullscreen quad) can read such texture , use gray scale image.

here related question: how visualize depth texture in opengl?

on other hand if want have 32 bit buffer... maybe easier use gl_r32f texture , calculate depth values in fragment shader. way have better control on process.


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