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
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
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