We should be able to access the z buffers that GM creates for the surfaces when surface depth is enabled. Something like: _surface_get_pixeldepth(surface, x, y)
Benefit: It's a valuable data structure for writing shaders - and at the moment we need to create our own depth buffers on surfaces with multi-target rendering
Zendesk ticket : [Ticket #184844]
We should be able to access the z buffers that GM creates for the surfaces when surface depth is enabled. Something like: _surface_get_pixeldepth(surface, x, y)
Benefit: It's a valuable data structure for writing shaders - and at the moment we need to create our own depth buffers on surfaces with multi-target rendering