I have a 7800GT and with FBO’s when I do a RTT for my shadowmap with the arb_shadow functions
glTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
I get a shadowmap thats 0 or 1 (black or white) but when I render a single quad to check the values my shadowmap is white and no black dots, but the shadowmap works fine in my shaders since I do see shadows. Now if I don’t use the above functions from the arb_shadow extension and I RTT I get a 0 to 1 gradient depthmap and when I render it to my single quad I can see the values. This behavior is the same whether its FBO’s or glCopyTexImage2D() so as of now I can’t check it on ATI to see if it happens there to see if it’s a NVIDIA issue or am I missing something. I have called GL_NONE and recalled the
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); and still get the same result nothing is rendered in my single quad but when called in GLSL to apply it to my terrain it renders shadows… So I am out of ideas and stumped. Any help would be great. Thanks