glDepthTest(GL_FALSE) DOES NOT PREVENT you from READING ACTUAL DEPTH DATA!!! I check it right now - the behaviour is the same whether i call glDepthTest(GL_FALSE) before reading depth or not - i CAN see the depth data. Your problem seems to be like you never again turn depth writing, or turn off too early, or other type of logic mistakes.
I repeat - i check & found that glDepthTest(GL_FALSE) called before reading depth data does not have influence to the result!
Hm, i’m sorry for misprint. In my previous message must be glDepthMask(0) instead of glDepthTest. Actually i have an application which read the depth buffer, and i just insert glDepthMask(0) before such reading occure and i still able to see normal depth data as expected, not the gray square.
extraction from my gl.h
/* Boolean */ #define GL_TRUE 1 #define GL_FALSE 0
It seems like helda don’t have interest to this issue any more, but this is good reason to have a chat instead of help…