public void createDepthTextureAttachment(int texture) { glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture, 0); }
public ParallelSplitShadowMapsFbo(){ config = new ShadowConfig(); depthMaps = new Texture2DArrayDepth32F(Constants.PSSM_SHADOWMAP_RESOLUTION, Constants.PSSM_SHADOWMAP_RESOLUTION, Constants.PSSM_SPLITS); fbo = new GLFramebuffer(); fbo.bind(); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthMaps.getHandle(), 0); glDrawBuffers(GL_NONE); fbo.checkStatus(); fbo.unbind(); }