Problem accessing FBO texture from shader[solved]

Sorry if this has been asked before, but I’m unable to gain access to my FBO depth texture from my PCF shader. Is there something I’m missing? The same exact shader works with a texture copied with GlcopyTexSubimage2D. Thanks.

I got it working, but this is really weird. Now I get white pixels where the PCF blends.

EDIT: Nevermind. It turns out that I just needed to use: GlBlendFunc GL_DST_COLOR, GL_ZERO

Works as expected now. :wink:

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