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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