GL_EXTX_packed_depth_stencil

I just downloaded new forcware 81.20 and in extension string is this GL_EXTX_packed_depth_stencil. Is it that, what we are waiting for? FBO with stencil buffer?

And now I realized that GL_EXT_texture_sRGB is here too.

Well, google knowns something about second extension, but doesn’t know about first one. There is NVidia spec:

http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_texture_sRGB.txt

Well, google knowns something about second extension, but doesn’t know about first one.

Fixing the typo it does , and points to one single place:

download.nvidia.com/developer/presentations/2005/SIGGRAPH/fbo-status-at-siggraph-2005.pdf

I don’t understand the motivation for this extension. Does anyone have any examples of where this would be useful?

Originally posted by knackered:
I don’t understand the motivation for this extension. Does anyone have any examples of where this would be useful?
As far I as understand are stencil und depth packed together in the memory so that you can attach/detach them only together.

no, sorry, i meant the GL_EXT_texture_sRGB extension.

Originally posted by knackered:
no, sorry, i meant the GL_EXT_texture_sRGB extension.
DirectX had sRGB support for a long time now. Check out their SDK demos for examples.

Originally posted by knackered:
Does anyone have any examples of where this would be useful?

  1. It has the potential of being significantly faster (look-up tables) than doing the gamma correction in a fragment shader.

  2. Pre-filtering conversion may be supported in the future.

I worked hard this day and I am now able to use stencil buffer with FBO :slight_smile:

Here is small manual:

  1. Create Rendertarget with format GL_DEPTH_STENCIL_NV, I thing it will be the same as GL_DEPTH_STENCIL_EXTX

  2. Attach this render buffer to depth attachment

  3. And then attach it to stencil attachment

  4. All is done :slight_smile:

I didnt try stencil buffer with texture, but I think that will be usable as renderbuffer.