z-Buffer gl3
Hello,
I need the depth values of a 3D scene composed of jit.gl.gridshape or jit.gl.mesh objects.
How can this be achieved in gl3?
The intention is to use a texture that contains the depth values for a post processing step of the rendering of the 3D scene. The post processing step is preferably realtime/ parallel like in this old thread that covers a depth of field implementation (but doesn't seem to work in gl3).