I want to get the depth values of the FBO’s depth-stencil texture attachment as float.
First I read the values with their original packed integer format (GL_UNSIGNED_INT_24_8):
unsigned int values[CubeMapSize]; glBindTexture(GL_TEXTURE_CUBE_MAP, CubeMapHandle); glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X /*reading one cube map side only*/, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, values);
Now I want to convert one value (here the first) to float-depth:
float depth = DoSomeConversion(values);
Anybody knows how the correct conversion has to look like?
Maybe just take the upper or lower 24 bits and divide by 2^24 or something like that?
Help is really appreciated!