14 years, 6 months ago
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14 years, 6 months ago
You should just just be able to allocate a texture with an internal format of GL_DEPTH_COMPONENT, and call glCopyTexSubImage2D to copy the contents of the depth buffer into that…
14 years, 6 months ago
Well, the question is very simple, so I hope that the answer might also be (I am going for "glass half full" mentality): I want to see my OpenGL graphics rendered not…
14 years, 6 months ago
(Edit: No worry, I found the answer. And the answer is "I'm dumb" :-P I'll see if I can delete this silly question and save face :-D ) Hello, I came to this pl…
15 years ago
I'm a big fan, and happy to see the site is still active, considering how long these lessons have been my guiding C++ light! One thing, people who use Dev-C++ get a 404…
15 years, 1 month ago
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See all in DiscussionsYou should just just be able to allocate a texture with an internal format of GL_DEPTH_COMPONENT, and call glCopyTexSubImage2D to …
14 years, 6 months ago
The buffer copy or swap is something I've looked at, but found no syntax on. If anyone has the slightest …
14 years, 6 months ago
I'm not using shaders. I thought that since the Z-buffer exists somewhere (I assume, or things would overlap, and my …
14 years, 6 months ago