I know that GL_DEPTH_COMPONENT is not supported in CUDA compatibility in CUDA 4.2, but I am wondering if GL_DEPTH_COMPONENT will be supported in CUDA 5 or in future versions.
I am currently passing depth information to texture using fbo. Then I use this texture as a source to render it to another texture and use this latest color texture with CUDA interoperability.
I am also trying to use glCopyPixels to create a copy. But both solutions require a lot of memory (two large textures, for depth and color).
I could also use a shader, but I would not want to mix too many technologies.
What is the most efficient way to have OpenGL depth data for CUDA?
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