Original Post
The latest in a line of buffer-based questions:
I'm trying to set up a 24 bit depth buffer. The total size of the buffer must be 32 bits, and I've found that I can use an internal format of GL_DEPTH24_STENCIL8, but what's the correct value for the "format" argument of glTexImage2D? Should it be GL_DEPTH_COMPONENT? Also, presumably the stencil component can be written to, and isn't purely for packing the remaining space. What's the correct way to write to each component individually using gl_FragData?
I'm trying to set up a 24 bit depth buffer. The total size of the buffer must be 32 bits, and I've found that I can use an internal format of GL_DEPTH24_STENCIL8, but what's the correct value for the "format" argument of glTexImage2D? Should it be GL_DEPTH_COMPONENT? Also, presumably the stencil component can be written to, and isn't purely for packing the remaining space. What's the correct way to write to each component individually using gl_FragData?