   Floating point depth buffer for main framebuffer?
  How do I set the main framebuffer when I create an OpenGL context to use a floating point depth buffer as per WGL_EXT_depth_float (see http://www.opengl.org/registry/specs/ARB/depth_buffer_float.txt )?In the PIXELFORMATDESCRIPTOR do I simply set depthbits to 32?  I'm guessing it's not that simple.(note this is different from GL_NV_depth_buffer_float which is for textures rather than the framebuffer)   
  You are looking at wrong extension. This is correct one: http://www.opengl.org/registry/specs/EXT/wgl_depth_float.txt. It defines new enum to be used with wglChoosePixelFormat function.   ;  Hi, I can't get it to work, which is strange given I have the latest NVIDIA driver and a GTX285 card.wglChoosePixelFormat fails with the following attributes if I use the WGL_DEPTH_FLOAT_EXTWGL_DRAW_TO_WINDOW_ARB,GL_TRUE,WGL_SUPPORT_OPENGL_ARB,GL_TRUE,WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,WGL_COLOR_BITS_ARB,bitsPerPixel,WGL_ALPHA_BITS_ARB,8,//WGL_DEPTH_FLOAT_EXT,GL_TRUE,WGL_DEPTH_BITS_ARB,depthBits,WGL_STENCIL_BITS_ARB,0,WGL_DOUBLE_BUFFER_ARB,GL_TRUE,WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,WGL_SAMPLES_ARB, 4,0,0I tried commenting out the multisampling ones, and also various depthBits, but WGL_DEPTH_FLOAT_EXT still causes the wglChoosePixelFormat to fail.  How do I get it working?A second question as well: how do I set the CSAA coverage amount in my program?  i.e., how do I get 8xQ instead of 8x for example.  I'd like to do it in the program instead of having to force it in the control panel.Thanks.   ;  Actually it says that extension is taken by wglChoosePixelFormatExEXT rather than wglChoosePixelFormatARB/EXTThere's no such ...Ex function on GLee and I can't find it documented anywhere.  Where is it?[Edit:]Meh, looks like common cards simply don't support that extension.  Talk about going after a red herring...   ;Quote:Original post by PruneActually it says that extension is taken by wglChoosePixelFormatExEXT rather than wglChoosePixelFormatARB/EXTThere's no such ...Ex function on GLee and I can't find it documented anywhere.  Where is it?[Edit:]Meh, looks like common cards simply don't support that extension.  Talk about going after a red herring...I'm sure they meant wglChoosePixelFormatEXT   ;  why do u need a 32bit fp depth buffer?keep in mind a lot of hardware wont support it (I dont think any nvidia hardware does for a start)I suppose  with shaders it would be possible to emulate fp32 depth if u really needed it   ;  I just noticed that the extension is from 1999. I`m sure someone hardware supported it back then.   ;  Here is some information about this extension and supported cards: http://www.kludx.com/capability.php?capability=556;Quote:Original post by zedzwhy do u need a 32bit fp depth buffer?keep in mind a lot of hardware wont support it (I dont think any nvidia hardware does for a start)I suppose  with shaders it would be possible to emulate fp32 depth if u really needed itOf course nvidia supports 32fp depth buffers - as depth textures or render buffers attached to FBOs. They're actually very useful, especially combined with shadow mapping or delicate coplanar geometry viewed from a far distance. But since a modern engine is very likely to do all its rendering to an FBO anyway, and will just blit it to the (depthbuffer-less) framebuffer in a last 2D step, no framebuffer fp depth support is needed anymore.;  yes I see theyre now supported, though only on the latest hardware (Nv8x + better)   