yep it worked.. all i needed was this:

   nIMG = Image::create();
   addRefCP(nIMG);
   beginEditCP(nIMG);
       nIMG->set(GL_DEPTH_COMPONENT_ARB, 1, 1, 1, 1, 1, 0, NULL);
   endEditCP(nIMG);

   nTX = TextureChunk::create();
   addRefCP(nTX);
   beginEditCP(nTX);
       nTX->setImage(nIMG);
       nTX->setInternalFormat(GL_DEPTH_COMPONENT_ARB);
       nTX->setExternalFormat(GL_DEPTH_COMPONENT_ARB);
       nTX->setTarget(GL_TEXTURE_2D);
   endEditCP(nTX);

   nTGF = TextureGrabForeground::create();
   addRefCP(nTGF);
   beginEditCP(nTGF);
       nTGF->setTexture(nTX);
   endEditCP(nTGF);

thank you very much for the hint!
Stefano

2007/5/2, Dirk Reiners <[EMAIL PROTECTED]>:


        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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Stefano Verna
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skype: steffoz
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