Hello everybody,
is there any support for direct render-to-depth-texture in JoGL? As far as I see, the current pbuffer-stuff only support internal texture formats of RGB.
I also thought about requesting a floating-point pbuffer and then rendering with a fragment-program to alpha or a color channel, but no luck either.
Am I doing something wrong here or do I have to fall back to glCopyPixels and wait for the new generic render-to-texture extension?
Any help is most welcome.
Jan