Original Post
I have a Frame Buffer Object and I attach the DEPTH component to a texture. 1. Is the "resolution" of the frame buffer only specified by the size of the texture ? (i.e. :glTexImage2D) 2. For debug purpose, I want to see the depth texture as a grayscale texture, can I avoid a glGetTexImage or glDrawPixels and use directly the texture generated by the FBO (witout a shader) ? 3. Instead of attaching the DEPTH component to a texture, if I attach it to a RenderBuffer, can I acces to the RenderBuffer in a shader (GLSL). What are the pro/cons of rendering to a RenderBuffer anyway ?