   Getting the depth and back buffers
  I''m wondering how I can get the depth and back buffers of a rendered scene so I can do some depth bluring. I''m looking for a function, or functions, that will either return a pointer to an address in memory that contains the currently active buffers, or a function that will take an allocated pointer and fill it with the contents of the buffer specified.Also, once I''m done manipulating the data received, what functions will then take that data and replace the current back buffer for display?Any help is welcome.Peace,-Linolium 
glReadPixels with GL_DEPTH_COMPONENT as format   My Site;  so do ofcourse realise that what you want to do will probably be to slow for anything realtime (well, it will work in real time but it will kill the frame rate) ? Reading from the gfx card is VERY slow and generaly not advised.when you say ''depth bluring'' do you by any chance mean ''depth of field'' where certain objects appear in focus and others appear slightly blured? If so i''m pretty sure it can be done without a back buffer read, but with rendering multiple times ;  Thanks man.... wow thats slow.. yeah, kinda.. as objects get further and further away I want to adverage out the pixels to get some sort of distance bluring.-Linolium   [edited by - Linolium on February 16, 2004 3:10:02 PM];  You can use CopyTexSubImage() to copy some frame buffer (including depth) to a texture target. This is much faster than doing read-back, and can often give you what you want. 