Anyway, I ve found how VF2 GPU initialize RenderTextures
glGenTextures(1, &depthrenderTexture[nt]);
glBindTexture(GL_TEXTURE_2D, depthrenderTexture[nt]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ww, hh, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderTexture[nt],0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthrenderTexture[nt],0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture[nt],0);
except that, only works:
glGenRenderbuffers(1, &depthrenderbuffer[nt]);|
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer[nt]);|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, ww,hh);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer[nt]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture[nt], 0);
The driver seems to be wasted…