i start to feel uncomfortable for asking 2-3 questions a day, and here’s another one already ^^
i have a multipass shadow volumes algorithm and a camera attached to one of the light sources. this camera renders to a fbo (which has a depth renderbuffer attached to it) and the fbo’s target texture is placed on the front wall. as you can see, the shadows aren’t visible. i realized that i have to add stencil support to my fbo and the EXT_packed_depth_stencil extension seems to be what i have to use. but after reading the spec i’m confused even more: in the sample code they create a texture to store depth and stencil information, but i actually thought i had to store this information in a renderbuffer? thanks!