Original Post
Hi, I'm doing a calculation and storing the result in the depth component using a Cg shader, however from what I can tell, when I use a pBuffer for this it doesn't keep the depth value I allocate in the texture I am using in the GL view, so I tried storing the result in the alpha component instead, then using another Cg shader I give this value to the depth component. From what I can see there seems to be a loss of precision. Could this be the case? I am setting my pBuffer and OpenGL view to be 32 bit. I assumed that the alpha component and the depth component would be of equal precision. Thanks, Ben.