There's no way to do it without GLTools -- you can fake it by rendering in a Render In Image, using Fog to simulate depth, but otherwise there's no way to get depth information.
With GLTools, the read pixels patch may way in SL, or it might not -- I've honestly not had time to check :/
The color buffer was working, last I checked, and the depth wasn't (no sample composition, as it doesn't seem necessary... this is just evident from use over multiple qtz's). I haven't checked to see if the old sizing bug went away/is still there, or what.
Sorry, gutsblow. I wasn't being oblivious to your original question and statement, my comment was more to Chris about the extent of Read Pixels being broken or not in SL. You were totally clear; I wasn't trying to be exasperating :)
no -- gl_FragDepth is an output, not an input (like gl_FragColor, you write to it in the fragment shader). -- try setting it to 0.1 in the fragment shader, and watch depth testing magically stop working :)
You can use gl_FragCoord though (.z is the depth).
There's no way to do it without GLTools -- you can fake it by rendering in a Render In Image, using Fog to simulate depth, but otherwise there's no way to get depth information.
With GLTools, the read pixels patch may way in SL, or it might not -- I've honestly not had time to check :/
The color buffer was working, last I checked, and the depth wasn't (no sample composition, as it doesn't seem necessary... this is just evident from use over multiple qtz's). I haven't checked to see if the old sizing bug went away/is still there, or what.
Yes, the depth wasn't working!
Sorry, gutsblow. I wasn't being oblivious to your original question and statement, my comment was more to Chris about the extent of Read Pixels being broken or not in SL. You were totally clear; I wasn't trying to be exasperating :)
You can sort of do this with a GLSL shader and output an image based on the gl_FragDepth, no?
no -- gl_FragDepth is an output, not an input (like gl_FragColor, you write to it in the fragment shader). -- try setting it to 0.1 in the fragment shader, and watch depth testing magically stop working :)
You can use gl_FragCoord though (.z is the depth).
Ah, thats the one I was thinking of. gl_FragCoord.z :)
Is it possible for a sample composition because I really don't know anything about glsl.
Hey, no I was just acknowledging what you said..