Hi Akos, hi Stefano,

Akos Balazs wrote:
> 
> I never tried it, but isn't the ARB_depth_texture extension exactly for
> this purpose?
> 
> http://oss.sgi.com/projects/ogl-sample/registry/ARB/depth_texture.txt
> 
> If I understand the spec correctly (I just had a very quick look) after 
> filling up your depthbuffer, you just copy the depthbuffer content to a 
> texture via glTexImage2D() with the internalformat set to e.g. 
> DEPTH_COMPONENT24_ARB and after that you can just bind this as a texture.
> 
> I don't know if this can be done easily with a TextureChunk though...

If you set the InternalFormat of the TextureChunk to 
DEPTH_COMPONENT24_ARB (or one of its brethren) and use it in a 
TextureGrabForeground it should work just fine (untested though).

Hope it helps

        Dirk

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