Hi,
At the moment I have the following:
winprops = WindowProperties.size(1024,1024)
props = FrameBufferProperties()
#...
props.setAuxFloat(1)
LBuffer = base.graphicsEngine.makeOutput(
base.pipe, "offscreen buffer", -2,
props, winprops,
GraphicsPipe.BFRefuseWindow,
base.win.getGsg(), base.win)
Ldepthmap = Texture()
#the following doesn't work
#Ldepthmap.setFormat( Texture.FDepthComponent32 )
#Ldepthmap.setComponentType( Texture.TFloat )
LBuffer.addRenderTexture(Ldepthmap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxFloat0)
Ldepthmap is now a 24 bit floating point Rgba aux texture (kinda doesn’t make sense)
Is there a way to get a 32 bit R32 texture (or a floating point FDepthComponent32)?