OpenGL extension APPLE.aux_depth_stencil
This module customises the behaviour of the
OpenGL.raw.GL.APPLE.aux_depth_stencil to provide a more
Overview (from the spec)
Normally, each OpenGL drawable allocates at most one depth buffer and one
stencil buffer, regardless of how many aux buffers there are.
When the APPLE_aux_depth_stencil extension is used, and the depth buffer
size is non-zero, the GL silently allocates a separate depth buffer for the
color buffer and for each aux buffer. Similarly, if the stencil buffer size
is non-zero, a separate stencil buffer is allocated for the color buffer and
each aux buffer. This extension does not cause separate depth or stencil
buffers to be allocated for the left and right buffers of a stereo drawable.
A context with no aux buffers will be unaffected by this extension.
Switching the draw or read buffer from the color buffer to an aux buffer, or
switching between two aux buffers, simultaneously switches the associated
depth and stencil buffers, for drawing or reading.
For example, if an OpenGL context has two aux buffers and non-zero depth
buffer size, it will have a total of three depth buffers - one associated
with the color buffer and one associated with each aux buffer. If that
context is used to render to AUX0, then to render to AUX1, the changes to
the depth buffer made by the rendering to AUX1 will not affect the depth
buffer associated with AUX0, and vice versa.
The official definition of this extension is available here:
|EXTENSION_NAME = 'GL_APPLE_aux_depth_stencil'|
GL_AUX_DEPTH_STENCIL_APPLE = GL_AUX_DEPTH_STENCIL_APPLE
__file__ = '/home/mcfletch/pylive/OpenGL/GL/APPLE/aux_depth_stencil.pyc'
__name__ = 'OpenGL.GL.APPLE.aux_depth_stencil'
__package__ = 'OpenGL.GL.APPLE'