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On Mon, 22 Oct 2012 08:16:25 -0700, bob smith wrote:No. The internal format is GL_DEPTH_COMPONENT24, which is 24 bits. The
>> glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width,
>> height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
> Doesn't that GL_UNSIGNED_BYTE mean your depth values are just 8 bits?
type parameter (which is GL_UNSIGNED_BYTE) refers to the data used to
initialise the texture, and is ignored in this case as the data pointer is
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