Hi all:
I’m about to implement shadow mapping in my engine, so I began to play with depth texture recently. I’ve never touched it before, and I’m having some really weird problems now, one of which is:
I created a pbuffer at size of 1024*1024, and a texture with the same size. Then I cleared the pbuffer with depth value of 0.2, copyed its content to the texture, and then projected the texture to the objects in the world. what I got is like this:
http://img.photobucket.com/albums/v438/991060/Snap1.jpg
As you can see, only part of the texture is filled with the assigned value(0.2), and if I make the program window larger, it becomes:
http://img.photobucket.com/albums/v438/991060/Snap2.jpg
Looks like the region of the pbuffer’s depth buffer which was cleared is related to the size of my main window, but I created the pbuffer with a separated rendering context, this shouldn’t happen, I think. Any idea why?
Also, if I create the pbuffer/texture at size of 2048*2048, the region got cleared becomes relatively smaller(see below), shouldn’t the whole depth buffer be cleared?