How to bind pbuffer to depth-texture?

i have read the spec of WGL_ARB_render_texture, but i cannot learn more about how to bind pbuffer to depth-texture,anyone has suggestions?

Originally posted by CatAtWork:

i have tried it, it works well on my GF4 Ti4600,
but it is NV’s extension, does ATI cards support this extension

That’s correct. There is no pbuffer format with depth on ATi cards currently.

If you can use fragment programs, you can trick the card by putting the z in the rgb channels (this is how a depth texture would be looked up in a fragment program).