hi all!
im having exacly the same problem!
here is a starter:
// Init()
GLuint m_DepthBufferId;
GLuint m_FrameBufferId;
glGenTextures((GLsizei) 1, &m_FrameBuffer->GetId());
glBindTexture(GL_TEXTURE_2D, m_FrameBuffer->GetId());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_Width, m_Height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glGenTextures((GLsizei) 1, &m_DepthBuffer->GetId());
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer->GetId());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_Width, m_Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
// Initialize Frame Buffer
glGenFramebuffersEXT(1, &m_FrameBufferId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FrameBufferId);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FrameBuffer->GetId(), 0);
CheckStatus();
// Initialize Depth Buffer
glGenRenderbuffersEXT(1, &m_DepthBufferId);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_DepthBufferId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, m_Width, m_Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_DepthBuffer->GetId());
CheckStatus();
// Render()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FrameBufferId);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_DepthBufferId);
//Bind textures and Render…
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
can anyone help clear this?