Thank you very much,

I just perfomed the change mentionned by Marcus regarding the image 
format (to GL_DEPTH_COMPONENT).
The code was working but I was not able to visualize the data due to the 
missing rescale of value between z near and zfar.

I am now able to visualize the depth just by applying the resulting 
texture to a plane and performing the shading using pixel shaders.

Thanks,

Bruno Araujo

Volker Settgast wrote:
> Bruno Rodrigues De Araujo (IMMI INESC-ID) wrote:
>   
>> I am trying to get access to Depth Information using FBOViewport Object 
>> but the data is always 0.
>> Is it possible to use FBOViewport to render the Depth of a 3D scene into 
>> a texture to be used by a shader?
>>   
>>     
> Yes, I have done that lately and it works with some luck. Your code 
> looks ok and more or less the same to mine.
>
> How do You check the result? If You set the field readBuffer to true 
> only the color textures are copied back to the image. But used in a 
> shader which reads the values You should be able to access the depth 
> values (that are of range 0-1 I suppose)
>
> I also had the problem, that debugging the depth values visually is 
> hard, because there may be not much difference in color between 
> different depths if they are far away from the camera. A bit of scaling 
> may help then.
>
>   

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