But on intel graphic cards its seems to not work properly (but i have checked that my intel card supports arb_shadow ext)
here is how i create the texture i think there is the problem procedure CreateShadowTexture; begin glGenTextures(1,&shadow); glBindTexture(GL_TEXTURE_2D, shadow); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); end; i copy content to depth tex like this: glBindTexture(GL_TEXTURE_2D, shadow); glReadBuffer(GL_DEPTH_BUFFER_BIT); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 512, 512, 0); shadow is unsigned int (gluint)

As you can see if i project normal texture (not depth texture) it works fine on Intel, but when i attemp to project depth texture it fails (and it works on nvidia cards)
the code for these 3 images is the same (except the thing with normal tex projection (just did glbindtexture and set the normal texture instead of depth texture)
I couldn't find a solution to this (i don't know if i must specify the formats of depth texture or what)