FBO Format: Depth Texture vs. Depth Buffer


Hi! I will be using FBOs because I want to implement Nvidia’s PCSS, and will need to format it in such a way that I can render depth. As shown below in the docs, I noticed that FBOs can be formatted as a depth buffer as well as a depth texture. What is the difference, and which one should I use for shadow mapping? Cheers!


If you want to use the rendered result as a texture, then use depthTexture()


You’d definitely want the depth texture as in PCSS you’re going to want to sample the depth buffer which you’ll most likely do as a depth texture in the shader. Check out the ShadowMappingBasic sample that ships with cinder, it might provide a good base to start from.