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using framebuffer Depth component as RGB texture

Posted by jordiperez on Nov 12, 2010; 5:20pm
URL: https://forum.jogamp.org/using-framebuffer-Depth-component-as-RGB-texture-tp1890224.html

Hello,

I am using OpenGL ES and I want to transfer from the framebuffer, the depth component to a RGB texture.

1. I create the texture trying several modes:

gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_INTENSITY, width, height, 0,
                        GL.GL_INTENSITY, GL.GL_UNSIGNED_BYTE, null);

tryed also with GL.GL_DEPTH_COMPONENT and GL_FLOAT pixel format.


2.after render to the frameBuffer i fill the texture with:

        gl.glEnable(GL.GL_TEXTURE_2D);
        gl.glBindTexture(GL.GL_TEXTURE_2D, dstTexture.getID());
        gl.glCopyTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_DEPTH_COMPONENT, 0, 0, 512, 512, 0);

3. when i use the texture it is poor defined, i've created a plane that comes from the camera far away and i don't see black colour when it is near the camera.


Do somebody have working code to make it work?