I have been tearing my hair out over this issue for a while now. I have created a scene with shadows and they work beautifully. I have also created an Ambient Occlusion shader that works beautifully. I am trying to combine the two affects. the problem is when I try to capture the final rendering pass that displays the geometry with shadows to a frame-buffer texture, the image it produces looks as though the the depth testing is off. If i just render it with out the framebuffer it looks perfect. but when i try to use the GL_COLOR_ATTACHMENT0 it looks all jacked up. All the vertz look backwards in rendering order. would any one have an idea why this is happening?
this is how i am setting up my render shodowed scene to framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER, FBO1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ShadowImageBuffer, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//Render scene with shaddows implemented
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//ShadowImageBuffer is what i pass to the fragment shader to then apply to a 2dfront quad. this method has worked fine before but with out this depth issue. im not sure what i am doing wrong. I should not that the shadowing are there in the final image it just that every thing looks like there is no depth testing when i display the ShadowImageBuffer texture.