hi,
i just can´t find the right way to write my depth texture for shadow mapping.
What i do:
-
create a FBO with a depth attechment:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, this->ShadowMapSize_W, this->ShadowMapSize_H, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); -
i render the szene to FBO and use shadow-texture to draw shoadows -> works fine so far
-
NEW: i grap the data from the
shadow depth texture
like this ans blur it:
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, buffer);
for(int y = 0; y < textureWidth * textureHeight; y++)
{ ......
..
Getting data and bluring it works fine- tested by commandline output - it just 1 float per pixel .
- NEW: i try to write the data back to the texture - THAT FAILS - no error no output any more on screen …
glBindTexture( GL_TEXTURE_2D , SzeneOne->m_uiShadowMapTexture );
BlurTexture( SzeneOne->ShadowMapSize_W , SzeneOne->ShadowMapSize_H, 6 , &shadowTmpBuffer );
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SzeneOne->ShadowMapSize_W, SzeneOne->ShadowMapSize_H, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &shadowTmpBuffer );
by commenting out, i know its about the glTexImage2D() line…
can you tell me what i´m doing wrong here ?
thanx
uwi