user1760770
user1760770

Reputation: 395

Opengl render to Depth texture - red color?

I'm trying to implement shadowmapping, so I'm rendering to depth texture. When I don't bind framebuffer which contains depth texture and use default framebuffer, it outputs to screen. However, instead of white color for distant fragments, they're red.

This is my fragment shader:

#version 330 

out float fragmentdepth;
uniform sampler2D inputTex;

void main(){
fragmentdepth = gl_FragCoord.z;
}

Is it a problem? Because shadowmapping isn't working and I'd like to rule out this as source of problem.

Upvotes: 1

Views: 3183

Answers (1)

datenwolf
datenwolf

Reputation: 162317

Depth is a scalar value. Scalar is interpreted by OpenGL as a single component texture. Single component texture means that only the .x or .r element (whatever you use) gets nonzero.

Upvotes: 2

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