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OpenGL [OpenGL] Reusing Depth buffer

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Quick one as my google foo is failing me..

I am curious if I can reuse my depth buffer later in the process in a different format,
( it's originally f32 I want to recycle it later as rgba_u8, so same bit count )

I think this is possible with DX via differing resource views but I am much less familiar with OpenGl.

I imagine one would bind it and redefine its format via glTexImage2D(..) ?
If it does/would work would there then be anyway weird hidden costs from doing this?


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