@ -111,3 +111,50 @@ The above code will draw a texture flipped in the X axis.
All textures in OpenGL by default have the origin in the lower-left corner, while the screen origin is in the upper left. When you load a normal texture, raylib flips the image data for you, however this cannot be done with a render texture.
The solution is to draw your render texture vertically flipped, see the above paragraph for how to do this.
# How do I create a depth texture?
By default `LoadRenderTexture()` uses a `RenderBuffer` for the depth texture, this is done for optimization (supposedly GPU can work faster if it knows that depth texture does not need to be read back). But a `RenderBuffer` is unsuitable to be drawn on the screen like a regular `Texture2D`.
Here some code to load a `RenderTexture2D` that uses a `Texture2D`for the depth:
```c
RenderTexture2D LoadRenderTextureWithDepthTexture(int width, int height)
{
RenderTexture2D target = {0};
target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer