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FBO dirty shadow map problem

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I'm trying to add shadow mapping to my game. To get a higher resolution shadow map, I started using a frame buffer object. But since I did that, I get strange results; the shadows projected to the floor, stays there even when the car goes away and clears only every 1 or 2 seconds. This doesn't happen if the car is on top of a ramp, for example. Its very weird... any ideas why this happens? Here a sceenshot (without textures)
  glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, shadow_map_fb);
  glViewport(0, 0, shadowMapSize, shadowMapSize);
  draw_cocheworld();  //draw the shadow map
  glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);

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