I know GL_DEPTH_COMPONENT is not supported in CUDA interoperability at CUDA 4.2, but I wonder if GL_DEPTH_COMPONENT is going to be supported in CUDA 5 or in future versions.
Currently I'm rendering depth information to a texture using a fbo. Then I use this texture as a source to render it in other texture and use this last color texture with CUDA interoperability.
I'm also trying to use glCopyPixels
to make the copy. But both solutions need a lot of memory (two big textures, for depth and color).
I could also use a shader but I wouldn't like to mix too much technologies.
What is the most efficient way to have OpenGL depth data on CUDA?