rendering depth buffer

Ok I found the issue and resolved it.

In the fragment shader I had this parameter

 uniform sampler2D tex_dtex 

which should have been

  uniform sampler2D tex_1 

. Then in the program I manually added the depth texture to the quad.

My problem was that I assumed that

 quad.setShaderInput("dtex",dtex) 

passed the texture to the shader, which I don’t think it was. panda3d.org/manual/index.php/Gener … ge_Filters says something along these lines, so it may be an issue with the filter shader generator or still my understanding.