Has anyone managed to render a texture or FBO with the scene´s depth buffer by temporarily switching off the texture compare mode?
I´m trying to find the most efficient way of viewing the depth buffer in an intensity z-modified blue, without moving pixels, and processed by the GPU.
Adding a shader to a texture is easy, but is it possible to add a shader or something to the FBO renderer, so that it draws pixels not based on color but depth?
