You may need to change the texture depth settings to display them as grayscale levels:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE )
glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE )
Then you can usually use the texture as a “normal” texture with 2d grayscale, either using a fixed function or in the form of a “sampler2d” shader.