this is a tiny bit of topic since it s a plain opengl question. i just had a chance to look at framebuffer objects and it s very beautiful and straight forward and everything:
/* create framebuffer */
int[] myFrameBufferConainter = new int[1];
gl.glGenFramebuffersEXT(1, myFrameBufferConainter);
int _myFrameBufferID = myFrameBufferConainter[0];
/* create depthbuffer */
int[] myDepthRenderBufferConainter = new int[1];
gl.glGenRenderbuffersEXT(1, myDepthRenderBufferConainter);
int _myDepthRenderBufferID = myDepthRenderBufferConainter[0];
/* create texture */
int[] myTextureConainter = new int[1];
gl.glGenTextures(1, myTextureConainter);
int _myTextureID = myTextureConainter[0];
/* attach texture to fbo */
gl.glBindTexture(GL.GL_TEXTURE_2D, _myTextureID);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
gl.glTexImage2D(GL.GL_TEXTURE_2D,
0,
GL.GL_RGBA,
theWidth,
theHeight,
0,
GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE,
(byte[]) null);
gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT,
GL.GL_COLOR_ATTACHMENT0_EXT,
GL.GL_TEXTURE_2D,
_myTextureID,
0);
/* attach depth renderbuffer to fbo */
gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, _myDepthRenderBufferID);
gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT24, theWidth, theHeight);
gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT,
GL.GL_DEPTH_ATTACHMENT_EXT,
GL.GL_RENDERBUFFER_EXT,
_myDepthRenderBufferID);
i was now moving on to implement a shadowmap with framebuffer objects but ran into the problem that i couldn t figure out how to set up the framebuffer, the texture and the renderbuffer. my question is now, has anyone successfully used framebuffer objects to create a shadowmap texure?