Hi Guiseppe,

The call "m_shadowFBO->texture();" will not return the depth texture
> that you need for shadow mapping, but the (useless) color texture that
> your QOpenGLFramebufferObject contains. There's currently no accessor
> for the depth texture, nor a way to create a QOGLFBO without a color
> texture. For this kind of usages it would be better if you roll out your
> own FBO class :\
>

Ok. Got it. Thanks :-)

Best Regards,
Prashanth
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