FBO problems - youtube Link added ....

<a href=“- YouTube”> YouTube Video Link </a>

I’m trying to implement Deferred Shading. I get the current result above when I render my terrain Fixed Function to a FBO. Then I draw a full screen quad Fixed Function of the FBO texture to the screen. At first I thought it was the fact that I used GL_LINEAR, but since I ahve changed it to GL_NEAREST and I still get the same result.

ANy help is appreciated…

I have a post on gamedev stating more about the problem.

Thanks in advance

<a href=“http://www.gamedev.net/community/forums/topic.asp?topic_id=508139”> GameDev Post </a>

I think its a form of depthbased z-fighting and It looks like your not culling the back faces.

as for the depth texture you referred to on gamedev, try GL_DEPTH_COMPONENT24 instead of GL_RGBA.

thanks…you solved by problem.