now i’ve got an FBO set up with colour (just so i can see the thing) and a depth buffer, the depth buffer is 24bit, is there some way i can use the depth buffer as a texture? and will i be able to grab float values from it? ie. can i treat it as a float texture?
alternatively should i encode the depths in my colour texture? can you encode a float as RGBA somehow?
okay, i worked it out, i need to have a texture bound with GL_COLOR_ATTACHMENT0_EXT even though i dont want to render colour, which is a bit annoying, as i assume i would be loosing performance there.