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[英]OpenGL - How to access depth buffer values? - Or: gl_FragCoord.z vs. Rendering depth to texture
[英]How to use depth testing when rendering to an offscreen buffer then onto texture
我正在将场景渲染为纹理。 这工作正常,但深度测试不起作用。 如果渲染到屏幕外纹理,如何启用深度测试? 我正在使用FrameBuffer类http://www.opengl.org/news/comments/framebuffer_object_fbo_c_class_available_with_example_application/
glGetIntegerv(GL_DRAW_BUFFER, &drawBuffer);
frameBuffer->Bind();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
rAngle += 0.3f;
glUseProgram(0);
drawSpinningTeapot();
FramebufferObject::Disable();
glDrawBuffer(drawBuffer);
glViewport(0, 0, WINDOW_WIDTH,WINDOW_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(g_program);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tex1);
texSampler = glGetUniformLocation(g_program,"texture");
glUniform1f(texSampler, 0);
glActiveTexture(GL_TEXTURE0);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.5f);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.5f);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.5f);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.5f);
}
glEnd();
glDisable(GL_TEXTURE_2D);
除了颜色附件之外,还需要将渲染缓冲区或纹理附加到GL_DEPTH_ATTACHMENT
。 这是一个很好的教程,可以帮助您入门:
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