I've fixed this behaviour too, by simply taking:

gl_TexCoord[1].t = 1.0- clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] 
),0.0,1.0);
 instead of
gl_TexCoord[1].t =  clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] 
),0.0,1.0);
in the vertex shader

(yeah, I know the clamp is useless here, but since I've been debugging I 
tried almost everything ;-) )

thx a lot
Sebastian


Sebastian Messerschmidt schrieb:
> Hi Christian,
>
> I think i've seen your post on gamedev.net and tried to answer ...;-) 
> Coincidence.
> Problem for me is, that even on 7.1 it's not working (but I've 
> downgraded driver which might obscurify this issue a bit).
> I recently read some articles, where most of them were stating that 
> binding LUMINANCE to FBOs isn't working properly ever since.
> Could you do me the favour and take a look at my screenies? If the issue 
> should be related to "flipped" coordinates I could give it some tries 
> into that direction.
> For now I remain a little clueless, since I cannot imagine other 
> applications using shadowmapping in conjunction with FBOs won't
> suffer the same problems.
> Thanks for your answer however ... seems I'm not completly nuts at all ;-)
>
> cheers
> Sebastian
>   
>> Hi!
>>
>> I didn't look at your images, but I recently posted an issue that seems 
>> to be similar to yours... (title "issues with latest ATI driver, please 
>> confirm")
>>
>> I'll quote the relevant part here:
>>
>> "
>> In my program, I use perspective shadow maps, rendering to a depth 
>> texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This 
>> works perfectly with driver version 7.9. In 8.1 however, it appears that 
>> the frame buffer image is flipped upside down for some reason. If I 
>> invert the y-coordinate for shadow texture lookup, everything works fine 
>> again for this driver version.
>>
>> Can anybody confirm these issues? I'm afraid now I'll have to implement 
>> a test of whether the frame buffer is flipped to maintain compatibility 
>> with the screwed-up ATI driver... I hope this is not the case...
>> "
>>
>> Nobody replied to this post yet, in the meantime I have implemented the 
>> workaround which tests the orientation of the image which is rendered to 
>> the FBO.
>>
>> Perhaps this is of any help
>> regards
>> chris
>>
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>>     
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