From Farshid Lashkari, "I've attached a small patch that extends the Image::readImageFromCurrentTexture method to support more depth texture pixel formats (16, 24, 32, 32F). In order to compile, I moved some depth pixel format definitions from FrameBufferObject to Image.
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@@ -108,24 +108,6 @@
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#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
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#endif
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#ifndef GL_DEPTH_COMPONENT
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#define GL_DEPTH_COMPONENT 0x1902
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#endif
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#ifndef GL_VERSION_1_4
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#define GL_DEPTH_COMPONENT16 0x81A5
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#define GL_DEPTH_COMPONENT24 0x81A6
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#define GL_DEPTH_COMPONENT32 0x81A7
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#endif
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#ifndef GL_DEPTH_COMPONENT32F
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#define GL_DEPTH_COMPONENT32F 0x8CAC
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#endif
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#ifndef GL_DEPTH_COMPONENT32F_NV
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#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
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#endif
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#ifndef GL_EXT_packed_depth_stencil
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#define GL_EXT_packed_depth_stencil 1
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#define GL_DEPTH_STENCIL_EXT 0x84F9
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@@ -97,6 +97,24 @@
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#define GL_ETC1_RGB8_OES 0x8D64
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#endif
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#ifndef GL_DEPTH_COMPONENT
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#define GL_DEPTH_COMPONENT 0x1902
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#endif
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#ifndef GL_VERSION_1_4
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#define GL_DEPTH_COMPONENT16 0x81A5
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#define GL_DEPTH_COMPONENT24 0x81A6
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#define GL_DEPTH_COMPONENT32 0x81A7
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#endif
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#ifndef GL_DEPTH_COMPONENT32F
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#define GL_DEPTH_COMPONENT32F 0x8CAC
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#endif
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#ifndef GL_DEPTH_COMPONENT32F_NV
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#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
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#endif
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namespace osg {
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// forward declare
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