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DiCon
12 years agoHonored Guest
OpenGL: truncated render textures? (32bit->24bit) (SDK 4.1)
Edit: Changed the title to include further observations (second post). I am quite happy to have almost successfully integrated the SDK into my own OpenGL engine - except for one problem, which took...
DiCon
12 years agoHonored Guest
Looks like I have to give up and hope that the next SDK with its many OpenGL fixes will magically solve the problem...
Some additional observations in case anybody is interested in this problem:
Some additional observations in case anybody is interested in this problem:
- I get some depth fighting when using the SDK, which I do not get without it. My scene has a huge depth range and I use 32bit depth buffers in the first rendering step. So could it be, that all render textures are clipped to 24bit? RGBA becomes RGB and 32bit depth is limited to 24bit? Sounds absurd to me, but the problems are quite suggestive...
- Everything works fine, if I do the buffer swap myself without calling endFrame. (Of course, I render to the back buffer instead of a texture target, but this is in the last render step, which does HDR tone mapping in screen space and is hence unrelated to the problems I have with the geometry buffer.)
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