Hi Umid, SK>but try following - render mesh in ortho projection, and then read depth component and save it.
the only thing I forgot, z buffer is non linear, but it is possible to make it linear. so actual depth can be figured out see, for example computations http://olivers.posterous.com/linear-depth-in-glsl-for-real ( your saved image can be processed to compute and new height map or you may use procedure described in a link ) Regards Sergey
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