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OpenGL depth pre pass / early z: glDrawBuffer(GL_NONE) or glColorMask(0,0,0,0)?

Question asked by xernobyl on Apr 24, 2012
Latest reply on Apr 25, 2012 by kenwang

To take advantage of the speed optimizations hardware has while writing to the depth buffer only (shadow maps or early z / depth pre pass), should I use glDrawBuffer(GL_NONE) or glColorMask(GL_FALSE...)?

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