Binding QOpenGLTexture to Depth attachment of QOpenGLFramebufferObject
Unsolved
Game Development
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wrote on 22 Feb 2017, 11:14 last edited by
Is there a nice way to bind a QOpenGLTexture to the QOpenGLFramebufferObject depth component using only Qt calls?
I'm guessing you could do it with raw GL commmands, something like:
myQOpenGLFramebufferObject.bind(); GLuint texDepthBufferId = myQOpenGLTexture.textureId() glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texDepthBufferId, 0);
But I'm wondering if the QOpenGLFramebufferObject class has a nice way to bind a texture to the depth attachment? I can't seem to find anything. Is using raw GL calls the way to go?
Thanks in advanced.
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