glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadowfbs[i]); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shadowdepths[i]); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, 512, 512); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shadowdepths[i]); glBindTexture(GL_TEXTURE_2D, shadows[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 512, 512, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, shadows[i], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);