I’m doing a research that I need to make depth peeling but not for sorting of transparency. I need it to get the boundary of the mesh at various depth levels, as done in http://http.developer.nvidia.com/GPUGems3/gpugems3_ch29.html. So, does someone knows how can I save various layers of my depth and steeping in a predefined value? For example, each iteration my depth buffer is compared to the earlier depth buffer + 5.
Thanks a lot!