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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