   FBO question
  Hello All, I have a simple FBO question.I'm trying to implement a deferred shading using openGL.my question is this, if I attach to the FBO, in Color_attachment0, a Texture using the API lineglTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_FORMAT,480,800,0,GL_RED,GL_FLOAT,NULL);This is done in order to render the Z-Buffer to a texture.In the fragment shader how do I output a single float to the image? does gl_fragColor is the same type has the texture format bound to the RT?Also if I later want to sample from that texture, does texture2D return type, is the format of the texture?If not, how do I change the type of the output of the fragment shader?Thanks all   
  First, your call is wrong, it's GL_DEPTH_COMPONENT, not GL_DEPTH_FORMAT.Answering your question, depth is output through gl_FragDepth, gl_FragColor is only for color buffers.   ;  this means that FragData[] is vec4 type?   ;  vec4 gl_FragData[], yes, but i was talking about gl_FragDepth, which is of type float.   ;  You need to useglTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,480,800,0,GL_RED,GL_FLOAT,NULL);glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT24,480,800,0,GL_RED,GL_FLOAT,NULL);glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,480,800,0,GL_RED,GL_FLOAT,NULL);http://www.opengl.org/wiki/GL_EXT_framebuffer_object#Color_texture.2C_Depth_texture=====For the shaderNormally, it is best not to write to gl_FragDepth because it disable hierarchal z and early z test. It will automatically output the default depth value of the fragment.   ;  Ok thanks all   