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Message from discussion 3D position to transformed depth value.
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Nobody  
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 More options Oct 22 2012, 4:49 pm
Newsgroups: comp.graphics.api.opengl
From: Nobody <nob...@nowhere.com>
Date: Mon, 22 Oct 2012 21:49:58 +0100
Local: Mon, Oct 22 2012 4:49 pm
Subject: Re: 3D position to transformed depth value.

On Mon, 22 Oct 2012 08:16:25 -0700, bob smith wrote:
>>      glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,  width,
>> height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

> Doesn't that GL_UNSIGNED_BYTE mean your depth values are just 8 bits?

No. The internal format is GL_DEPTH_COMPONENT24, which is 24 bits. The
type parameter (which is GL_UNSIGNED_BYTE) refers to the data used to
initialise the texture, and is ignored in this case as the data pointer is
NULL.

 
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