Original Post
With GL_DEPTH_COMPONENT being used with this function. glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, WATER_TEXTURE_SIZE, WATER_TEXTURE_SIZE, 0); I have a rgb texture setup and was wondering should I be using a 8bit greyscale texture instead? Or will GL just map the same value to all three channels or just Red channel? I am not sure how this works. Thanks for any help in clearing this up.