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skta

Multiple render targets with independent depth buffers?

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Let me put my problem first. I want to render the depthmap on the 6 faces of a cube for omnidirectional light. Instead of doing it in 6 passes ( 1 for each face), Is it possible to do it in a single pass of Shader? I tried FBO. Using FBO with multiple attachments and gl_FragData in a shader,MRT can be achieved. My understanding: Though I can attach 6 textures/renderbuffers to an FBO, there is only one depth buffer ( one DEPTH_ATTACHMENT_EXTENSION). All the color attachments are sharing a single depth buffer. Even though multiple FBOs can be created only one can be active at a time. Is it possible to create multiple render targets with independent depth buffers?

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