   FBO's, Render Buffers, Shadow Problem
  Hi there,I am currently trying to implement shadowmapping using FBO's.  I have been setting up the FBO and renderbuffer as shown in another thread - without getting any problems.  I can currently render the color to the scene as a projection, but when i try and render the depth map on the scene, i just get black, with a thin lighter border around the edge of the projection, as if all the depth values are 0.Any ideas please?If code is needed, I will post later.   
  Here the init code:shadowMapTexture=_textureman->CreateDepth(D_shadowmap_size_x, D_shadowmap_size_y);color_tex=_textureman->Create(D_shadowmap_size_x, D_shadowmap_size_y);//FramebufferglGenFramebuffersEXT(1, &fb);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);glGenRenderbuffersEXT(1, &depth_rb);glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, D_shadowmap_size_x, D_shadowmap_size_y);//Attach everythingglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0);glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);//UnbindglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);and during the update()//pixel buffer stuffglGetIntegerv(GL_DRAW_BUFFER, &_currentDrawbuf); // Save the current Draw buffer// draw to the textureglBindFramebufferEXT (GL_FRAMEBUFFER_EXT, _lightman->getLight(0)->fb);glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // Draw into the first textureglDrawBuffer(GL_DEPTH_ATTACHMENT_EXT); // Draw into the first texture//draw the stuffglDrawBuffer(_currentDrawbuf);;  what gfx card are you using? If ATI change your depth components to 16 not 24 for you FBO's   ;  i'm using a crappy creative fx5600 128m.;  what is your near far planes set to? try 3.0 and 100.0 or so don't use less than one on the near plane if you can   