I want to set gl_FragDepth in my fragment shader. If I do this in my “normal” window context everything works fine, but if I do this in a pbuffer context, the shader seems not to overwrite the standard depth value. The Pbuffer has got depth bits ( 16 for now ), if check them with GL_DEPTH_BITS everything is ok. I can clear the depth buffer in the pbuffer. I can write it the normal way ( with z coord ), but not with the fragment shader. Do you know a solution?
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