I was wondering how to render depth values to a renderable texture in rendermonkey. I’ve looked everywhere but can’t find any info on that.
I have seen that when creating a texture and not using rendermonkey it would look something like this:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
Is it possible to do the same thing in rendermonkey? How?