   Copying the depth and the color buffers to another buffer on the card?
  Hi All,I really need your help.I need to do the folowing:(A) Render few very heavy trees to the color and the depth buffers.(B) Render few other objectsIn the next stage I need to do (A) again (render A from the same viewport as before), and then render diffent objects from the objects rendered in (B).Because the tree objects in (A) are very heavy I would be happy if I could save the re-rendering and do the folowings:1. render (A) to the color and the depth buffers.2. make a very fast copy of the resultant buffers, BUT - COPY TO ANOTHER BUFFER ON THE CARD AND NOT TO THE MEMORY (the copying process should regard only the graphic card without software at all).3. render (B).4. take the copy of the buffer created in (2) and proceed with the rendering of the other objects.I will be really really happy for any help! 
  WGL_ARB_BUFFER_REGIONThis extension is designed specifically to allow you to store your current frame buffer (color, depth and stencil only) in an off screen buffer in video memory. You can then blit this back onto the screen at huge speeds :D. This is ideal for prerendering complicated geometry that remains consistant frame to frame. ;  Are you trying not to use specifically OpenGL calls?If it doesn''t matter, then why not use a stencil buffer?What exactly are you trying to avoid? The runtime?   B. Bradley: The number 2 mindwww.numbermind.com(coming soon) 