Hi All,

I need to initialize the content of the depth buffer of a FBO with the result 
of a RTT pass where I setup a DEPTH_ATTACHMENT to a depth texture.
IOW, I want two fbos with the same depth buffer, the second being read only.
AFAICS in gDebugger, the attachment to the second fbo cancels the attachment to 
the first.
The only method I can think of at the moment, is to render a screen aligned 
quad with the depth texture bound to it and use a fragment shader to initialize 
the depth buffer of the second fbo using gl_FragDepth.

So what do you think of that and how would you do something like that ?

Regards,
-Fred
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