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OpenGL fbo game shadows?

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I've posted this in the Game Programming forum and since I'm using OpenGL I figured this might also be a good place to post. Is it too hard to post good shadowing code on the internet these days? I've followed links and instructions but I can't seem to find any really good shadowing code. I'm trying to set up a framebuffer object and render to texture for creating shadows in game. Here's what I've done: 1. I've set up a framebuffer object and a texture for rendering my scene to.
	// set up the framebuffer and renderbuffer objects
	glEnable(GL_TEXTURE_2D);
	bFBOSupported = glewIsExtensionSupported("GL_EXT_framebuffer_object");
	if(bFBOSupported)
	{
		cout << "frame buffers are supported!\n";

		// NOTE:	getting the function address is necessary for using extensions if you don't do glewInit()
		//			wglGetProcAddress() will return a pointer to a procedure so that we can use that extensions functionality
		//			glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");

		// generate frame buffers
		glGenFramebuffersEXT(1, &fbos);

		// generate textures
		glGenTextures(eNUM_TEXTURES, textures);

		// initalize the texture
		glBindTexture(GL_TEXTURE_2D, textures[eFramebuffer]);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, SHADOWBUFFER_WIDTH, SHADOWBUFFER_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
		glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

		// attach texture to the fbo
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos);
		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, textures[eFramebuffer], 0);
		glDrawBuffer(GL_FALSE);
		glReadBuffer(GL_FALSE);

		// Check for errors...
		CheckFramebufferStatus();

		// unbind stuff
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
	else
		cout << "frame buffers are not supported!\n";


this prints a "incomplete attachment" error to the console window 2. I've tried to render my scene to the frame buffer.
void DrawToFrameBuffer(void)
{
	// Bind the frame-buffer object and attach to it a render-buffer object 
	// set up as a depth-buffer.
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos);
	{
		glPushAttrib(GL_VIEWPORT_BIT); // save the viewport
		{
			// Set up the frame-buffer object just like you would set up a window.
			glViewport(0, 0, SHADOWBUFFER_WIDTH, SHADOWBUFFER_HEIGHT);

			// look from the light's point of view
			gluLookAt(	fLightPos[0], fLightPos[1], fLightPos[2],		// Look from the light's position
						0.0f, 0.0f, 0.0f,								// Towards the teapot's position
						0.0f, 1.0f, 0.0f );								// the up vector 

			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			glCullFace(GL_FRONT);	// cull the front face to get the back faces drawn
			glShadeModel(GL_FLAT);	// change to flat shading for speed
			glColorMask(0, 0, 0, 0);// disable the color drawing
				
			glPushMatrix();
				// Now, render anything to the frame-buffer object just like you we would
				// have done with a regular window.
				// draw the teapot
				glTranslatef( moveX, moveY, 0.0f );
				
				glFrontFace(GL_CW);		// the teapot is clockwise drawing
				glutSolidTeapot(0.5f);
			glPopMatrix();

                        // draw a "floor"
			glPushMatrix();
				glFrontFace(GL_CCW);
				glBegin(GL_QUADS);
					glVertex3f(	-3.0f,	-1.0f,	-3.0f);
					glVertex3f(	3.0f,	-1.0f,	-3.0f);
					glVertex3f(	3.0f,	-1.0f,	3.0f);
					glVertex3f(	-3.0f,	-1.0f,	3.0f);
				glEnd();
			glPopMatrix();
		}
		glPopAttrib(); // restore the viewport
	}
	// Unbind the frame-buffer and render-buffer objects.
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

	//restore states
	glFrontFace(GL_CCW);
    glCullFace(GL_BACK);
    glShadeModel(GL_SMOOTH);
    glColorMask(1, 1, 1, 1); 
}


I'm not sure if I should be clearing the color and depth bits here, but I do. 3. I then render the scene (a teapot and floor) where I bind the fbo texture to the floor.
void Render(void)
{
	if(GetAsyncKeyState(VK_ESCAPE))
	{
		ShutdownGL();	
		PostQuitMessage(0);
	}
	
	DrawToFrameBuffer();

	//--------------------------------------------------------------------------
	// Now, set up the regular window for rendering...
	//--------------------------------------------------------------------------

	MoveCamera();
	MoveObject();

	//glViewport( 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT );
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	//glMatrixMode( GL_MODELVIEW );
    //glLoadIdentity();
	camera.ApplyCameraTransform();

	// set the light position
	// i'm keeping this after the camera transform to keep the light seperate from the camera
	glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
	// draw a sphere at the light's position so we can see where it is
	glDisable(GL_LIGHTING);
	glPushMatrix();
		glTranslatef(fLightPos[0], fLightPos[1], fLightPos[2]);
		glutSolidSphere(0.3f, 8, 6);
	glPopMatrix();
	glEnable(GL_LIGHTING);

	// draw the teapot
	glPushMatrix();
		glTranslatef( moveX, moveY, 0.0f );
		glFrontFace(GL_CW);
		glutSolidTeapot(0.5f);
	glPopMatrix();

	// Finally, we could use the dynamic framebuffer texture like a regular static texture.
	// i'm going to bind the texture and use it on the "ground" to make a shadow
	glBindTexture(GL_TEXTURE_2D, textures[eFramebuffer]);

	//Enable shadow comparison
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);

    //Shadow comparison should be true (ie not in shadow) if r<=texture
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);

    //Shadow comparison should generate an INTENSITY result
    glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); 

	//Set alpha test to discard false comparisons
    glAlphaFunc(GL_GEQUAL, 0.99f);
    glEnable(GL_ALPHA_TEST); 

	glPushMatrix();
		glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
		glFrontFace(GL_CCW);

		glNormal3f(	0.0f,	1.0f,	0.0f);
		glBegin(GL_QUADS);
			glVertex3f(	-3.0f,	-1.0f,	-3.0f);
			glVertex3f(	3.0f,	-1.0f,	-3.0f);
			glVertex3f(	3.0f,	-1.0f,	3.0f);
			glVertex3f(	-3.0f,	-1.0f,	3.0f);
		glEnd();
	glPopMatrix();
	glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_ALPHA_TEST); 

	glutSwapBuffers();
	glutPostRedisplay();
}


Where am I going wrong in this long ass quest for real time shadows?

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