Community Tip - If community subscription notifications are filling up your inbox you can set up a daily digest and get all your notifications in a single email. X
The following codes were used to read the color and depth of a pixel in Pro/E model window by using openGL functions to perfom some simulation. All the other opengl functions worked properly except depth reading function. I don't know why. Any kind of helps are welcome.
Now given a model displayed in Pro/E window, as shown in this fig. When I tried to run the following codes, the results are shown in the comments.
BYTE btRGB[3];
GLfloat fZBuffer[1];
//go to the center of the view
int cw = winWidth/2; //width and height of the view are gotten in advance
int ch = winHeight/2;
glReadPixels(cw, ch, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, btRGB);//It works, color information is read correctly
glReadPixels(cw, ch, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, fZBuffer); //this dosn't work, always get fZBuffer[0]=1.0 even when we go to elsewhere
Actually the depth of every pixel of the model surface should be different value, but here it kept 1.0 for all pixels. This problem have troubled me for quite a long time. I really appreciate any kind of your help.