GL_OES_depth_texture¶
Supported Hardware¶
Series5, Series5XT, Series6, Series6XE, Series6XT
Valid APIs¶
OpenGL ES 2.0
Description¶
When using a framebuffer, z-buffers need to be specifically supported by attaching a depth render target. Originally this was done with a depth renderbuffer; but these are limited as they cannot be read back later. This extension adds depth textures, which allow the user to read back depth output from a render, enabling techniques such as shadow mapping to occur without resorting to storing the depth in a colour texture.
Note¶
This functionality is core to OpenGL ES 3.0.
Registry Link¶
http://www.khronos.org/registry/gles/extensions/OES/OES_depth_texture.txt
Example¶
// Create a depth texture - generally texture data isn't uploaded for this - but it can be.
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, NULL);