Guys, I have some problem with depth textures. The platform on which I am working does not support depth textures. However, FBO is supported on it. My question is, can we replace use render targets instead of using depth texture ? Maybe my question is not clear. So let me put some code to make it more clear.
glBindTexture(GL_TEXTURE_2D, depthTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, WIDTH, HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexID, 0);
The above one is what not supported !!
Can I use something like
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboId);
If so, how can I get the rendered depth info from the depth render buffer, rboId ?