Quote:

dunno if using a 32 bit floating point texture for the depth map could be the solution, since i cant get it to work.. BMAP* depthMap = "#800x600x14"; is always plain white


put the depth in the red channel, and you could probably just ignore the green and blue, but i put them on 0, 0, and 1.0 for alpha anyway.

julz


Formerly known as JulzMighty.
I made KarBOOM!