   point light - Omnidirectional Shadow Mapping in shader using cube map
  I need help with FBO and also with shaderSo far I did not work with cube maps and in tutorials it's written about environmental mapping with reflection mainly without render buffer.I have got fully functional shadow mapping but now I am trying to make point light using cube map.First thing I need to know is how to prepare frame buffer and render buffer for cube map (I've got something but not sure if it's OK), I also heard that depth maps were not supported on cube map so I am not sure about how to force colors to work with this implementationNext thing is how to deal with cube map in shader (if it is possible to access textures per cube face or how about texture mapping matrix) So far I came up with something like thisgeneration:-generate one cube texture-glTexImage2D with GL_TEXTURE_CUBE_MAP_POSITIVE_X+i (6 times)-generate 6 frame buffers and render buffers-bind them -use GL_COLOR_ATTACHMENT0_EXT+i for glRenderbufferStorageEXT -use GL_COLOR_ATTACHMENT0_EXT+i for glFramebufferRenderbufferEXT ( on renderBuffer )-use it for glFramebufferTexture2DEXT using  GL_COLOR_ATTACHMENT0_EXT+i and GL_TEXTURE_CUBE_MAP_POSITIVE_X+iusing:-render scene from light 6 times rotating camera by 90 degrees -create projection matrix from first render shader:absolutely not sure here (mapping or color vs. depth)I also heard that PCF for cube map is a bit tricky (for now I don't need to implement because  now I am unable to make any progress in basics :(   )Can someone help me with current work or some different approach or send link, anythingIf there is any other techniques (I don't want to send 6 textures into shader)  please write me Maybe I just overlooked some article but I did not find useful tutorial[Edited by - SaTANO on May 17, 2010 3:16:11 AM]
  If you've not used cube maps before I would strongly suggest working through a simple cube map example. Start with loading a static cube map into your cube texture and then render something using that as an environment map. Then try generating a dynamic environment cube map. Take a look at http://developer.nvidia.com/object/cube_map_ogl_tutorial.html. The extension they talk about has been core for a while btw. The difference is you can use FBO's rather than the texture copy stuff in the tutorial. You can directly bind the faces of your cube map to the FBO.Moving to depth maps is then pretty simple as you've already got shadow mapping working. Change to using cube depth textures and in your depth shadow shader start using cube map accesses. In your FBO you can forget about having colour buffers as well as the depth buffers as you can disable writes to colour buffers if you're only interested in depth.   