in the depth buffer documentation i see this:
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On OpenGL (Mac OS X), depth texture is the native OpenGL depth buffer (see ARB_depth_texture).
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Graphics card must support OpenGL 1.4 or ARB_depth_texture extension.
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Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
why is this a limitation? its insanely frustrating!
gl_fragDepth is supported in ALL versions of OpenGL!
https://www.opengl.org/sdk/docs/man/html/gl_FragDepth.xhtml
can anyone explain why they would take this incredibly useful feature away?