I'm doing a simple openGL program that involves rendering to a depth texture offscreen. However I'm dealing with large depths that exceed what can be represented by a float's precision. As a result I need to use unsigned int for drawing my points. I run into two issues when I try to implement this.
1) Whenever I attempt to draw a VBO that uses unsigned int (screen coordinates) for drawing it doesn't fall within the -1 to 1 range so none of them draw to the screen. The only way I can find to fix this problem is by using a orthographic projection matrix to adjust it to draw to screen coordinates.
Is this understanding correct or is there an easier way to do it.
If it is correct how do you properly implement this for what I want.
2) Secondly when drawing this way is there any way to preserve the initial values (not converting them to floats when drawing) so they are no different when you read them back again, this is necessary because my objective is to create a depth buffer of random points with random depths up to 2^32. If this gets converted to floats precision is lost so the data read out again is not the same as what was put in.