I understand that the range of values in the OpenGL depth buffer typically go between 0 and 1. I have also read that to convert these values into a "distance from the viewer" you can use this equation
depth = nearPlane + ( farPlane - nearPlane ) * depthBufferValue;
Other sources of information state this is not the case because these values are non-linear and also depend on the type of project utilised.
I appreciate there are quite a few posts on this topic, however I just need a few pointers as to identify the correct information source.