Is there a technical reason to limit the depth buffer to 24 bit ?

Green BaronGreen Baron Posts: 26Member
in 3D


i assume it's because of a combination of depth and stencil buffers in a single framebuffer texture.

Just asking, for terrain and anyway large scenes, it would be nice to have a more flexible depth buffer. I do not know, maybe GLES doesn't support the formats for 32 bit floating point depth buffer ? OpenGL does and Vulkan anyway.


  • CalinouCalinou Posts: 452Admin Godot Developer

    Last time I checked, 32-bit depth buffers weren't well-supported across hardware. This is probably a reason why it's not exposed in Godot.

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