Re: [Interest] Shadow Mapping using QOpenGLFramebufferObject

2016-02-01 Thread Prashanth Udupa
Hello, I figured out a solution to this. I thought I should post it here, because it may be of some use to others. Since using QOpenGLFrameBufferObject was out of question, I had to create the buffer by myself using gl function calls as follows. // Refer http://learnopengl.com/#!Advanced-Lightin

Re: [Interest] Shadow Mapping using QOpenGLFramebufferObject

2016-02-01 Thread Prashanth Udupa
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

Re: [Interest] Shadow Mapping using QOpenGLFramebufferObject

2016-02-01 Thread Giuseppe D'Angelo
Il 01/02/2016 16:09, Prashanth Udupa ha scritto: Can someone please point to me where I am going wrong please? 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. Th