I’m not sure about this, but I think some Radeons don’t support depth-only FBO’s, so you need a color attachment.
I have an NVIDIA so I cannot confirm this.
Besides, your code does not check for GL_FRAMEBUFFER_INCOMPLETE_EXT - you have default option in your case block, but you should actually add separate option.
There3 are also some limitations on NVIDIA - if you need stencil then you should use packed_depth_stencil if available.
With old ATI driver, you must declare depth buffer as a render buffer and not a texture
Yeah - that’s what I heard. Sorry, looks like I mixed it up in my previous post when I wrote you need color attachment.
I have installed the latest ATI drivers but it didn’t resolv my problem. Thus, if you are right and ATI drivers doesn’t allow to attach a depth buffer as a texture… how the hell do I perform an optimal shadowmapping algorithm using FBO?
how the hell do I perform an optimal shadowmapping algorithm using FBO
Render to texture if supported and copy to texture if not. Your application will probably work a bit faster on NVIDIA, but perhaps NVIDIA deserved it in this case