1 Reply Latest reply on Apr 25, 2012 1:14 AM by kenwang

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


      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...)?