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The OpenGL ES 3.2 spec section seems to say that depth textures are not filterable 8.17 page 207
Using the preceding definitions, a texture is complete unless any of the following conditions hold true:
...
The texture is not multisample; either the magnification filter is not
NEAREST, or the minification filter is neither NEAREST nor NEAREST_-
MIPMAP_NEAREST; and any of
- The effective internal format specified for the texture arrays is a sized
internal depth or depth and stencil format (see table 8.11), and the value
of TEXTURE_COMPARE_MODE is NONE.
My understanding of that is that in OpenGL ES 3.2 depth textures are not filterable. Maybe I'm not finding it but I don't see any extension that would make them filterable. OES_texture_float_linear doesn't mention depth formats.
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