Greetings long time no post,
I posted this on the apple developer website yesterday but seeing as they only appear to get 1 topic per day in the gl forum, the site looks a bit dead, Ill try here
If I run the code on the IOS device I get the two following errors
GL_INVALID_ENUM <- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
GL_INVALID_ENUM <- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL)
When I run the run example on the IOS device the depthtexture is being treated as a standard rgba texture, but on the IOS simulator its being treated as a depthtexture

Im pretty sure Ive got everything set up correct (though theres a total lack of shadowmapping examples using a depthtexture on the web for IOS)

if I run in the IOS simulator then no errors

this may be related. In both the simulator & the device I get the following message
2012-07-08 11:41:16.477 RollyBolly[1402:11003] Program validate log:
Validation Error: Program does not contain vertex shader. Results will be undefined.
Validation Error: Program does not contain fragment shader. Results will be undefined.
(sounds major right) but it works correct on the IOS simulator


#extension GL_EXT_shadow_samplers : require

uniform sampler2DShadow TEX7;

float shadow = shadow2DProjEXT( TEX7, v_shadowCoord );

now if I change it to the following, then it gives no error message
uniform sampler2D TEX7;
float shadow = texture2DProj( TEX7, v_shadowCoord.xyz ).x;

cheers zed