Implementing your own depth buffer with GLSL

Posted by NGorso on Stack Overflow See other posts from Stack Overflow or by NGorso
Published on 2010-03-25T10:00:15Z Indexed on 2010/03/25 10:03 UTC
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I need a datastructure of the same size as the normal depth buffer and I need to be able to read from and write to it in a shader. Is this possible, and what does this datastructure look like?

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