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Render to texture while retain depth buffer

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No it is not.

But what you can do is to render everything onto Framebuffer objects (FBO) and only as last step copy the finale image to the default Framebuffer. In that case you may not even want to create a depth buffer for the default Framebuffer.

And FBOs can share a single depth buffer.

I don't know what GL version you target but note that GL_ARB_framebuffer_object (Core sinc 3.0) and the older GL_EXT_framebuffer_object behaves differently.
Especially in how you can share a depth buffer between different FBOs.

And I don't know how the GLES versions handle FBOs or what there limitations are.

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