FBO not being rendered?

I created a FBO and it has GL_FRAMEBUFFER_COMPLETE_EXT. And I binded a texture created to store the depth buffer with:
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_map_width, shadow_map_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);

I can attach the whole creation code if necessary, the problem is when I try to render to the FBO I got actually a complete white depth buffer :confused:

Here is the code for rendering to the FBO:

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shader->shadow_fbo);

        glViewport(0,0, SCREEN_WIDTH*2, SCREEN_HEIGHT*2);

        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);



        //drawing for shadow
        glTranslatef (0.0f, -35.0f, -300.0f + zoom);

        //set the initial position of the mesh
        glRotatef( 45.0f, 1.0f, 0.0f, 0.0f );

        glRotatef(0.0f + view_angle, 0.0f, 1.0f, 0.0f );

        //moving the map by the movement of the mouse
        glTranslatef(main_player->map_x, 0.0f , main_player->map_y);

                world->drawVisibleCharactersSimplistically(main_player->map_x, main_player->map_y);

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

        glViewport(0,0, window_width, window_height);

        //Enabling color write (previously disabled for light POV z-buffer rendering)
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

        .......(here goes normal scene rendering, which is OK)

I tested the complete scene above rendering to the screen and I got normal results. (Notice that the scene above does not have normals or textures attached to it, I am guessing this information is disconsidered by the depth buffer and this way I am making things faster by drawing only the vertices).

Solved! The problem was with the near clipping plane. I was playing around with the perspective and I end up changing it and voila!


        gluPerspective( 45.0f, ratio, 0.1f, 10000.0f );


        gluPerspective( 45.0f, ratio, 100, 4000);

So it was the depth buffer precision after all…
Is there any better way to solve the depth buffer precision?