is it possible to read the current depth buffers and color buffers value for a given raster position in a fragment shader?
If not i guess i’ll have to create a pbuffer and render the depth buffer and color buffer into that prior to using the shader and access it as a texture unit.
No, this is not possible with current hardware. You’ll need to copy the depth and color buffers into textures if you want to read them from the fragment shader.
Right ho cheers, thought it might be the case but id check first.
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