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View Full Version : Data precision in textures (shadow mapping)



09-28-2005, 12:04 PM
Hi!
I got some problems with setting up my shadow maps.

I've created a FrameBuffer Object with the following settings:



glGenTextures( 1, &mOGLDynamicTextureID );

glBindTexture( GL_TEXTURE_2D, mOGLDynamicTextureID );

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16,
size, size,
0, GL_RGBA, GL_FLOAT, 0 );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

// Create a frame-buffer object
glGenFramebuffersEXT( 1, &mOGLFrameBuffer );

glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, mOGLDynamicTextureID );

glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mapID, 0 );