From Farshid Lashkari, "I've attached a small patch that extends the Image::readImageFromCurrentTexture method to support more depth texture pixel formats (16, 24, 32, 32F). In order to compile, I moved some depth pixel format definitions from FrameBufferObject to Image.
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@@ -408,6 +408,13 @@ GLenum Image::computePixelFormat(GLenum format)
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case(GL_RGBA8UI_EXT):
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return GL_RGBA_INTEGER_EXT;
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case(GL_DEPTH_COMPONENT16):
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case(GL_DEPTH_COMPONENT24):
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case(GL_DEPTH_COMPONENT32):
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case(GL_DEPTH_COMPONENT32F):
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case(GL_DEPTH_COMPONENT32F_NV):
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return GL_DEPTH_COMPONENT;
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default:
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return format;
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}
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@@ -490,6 +497,11 @@ unsigned int Image::computeNumComponents(GLenum pixelFormat)
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case(GL_COLOR_INDEX): return 1;
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case(GL_STENCIL_INDEX): return 1;
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case(GL_DEPTH_COMPONENT): return 1;
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case(GL_DEPTH_COMPONENT16): return 1;
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case(GL_DEPTH_COMPONENT24): return 1;
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case(GL_DEPTH_COMPONENT32): return 1;
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case(GL_DEPTH_COMPONENT32F): return 1;
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case(GL_DEPTH_COMPONENT32F_NV): return 1;
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case(GL_RED): return 1;
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case(GL_GREEN): return 1;
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case(GL_BLUE): return 1;
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