hmm bummer... that sucks.. o well, at least the alpha layer can be its own texture if ppl choose to
have fun with chrom's textures for ur next tut
edit:
found some data about shadow maps online.. and i can pretty much get its material data, and half of its shader data, but.. gotta have to study the shader more :p
Material node
glGenTextures(1, &shadowMapTexture);
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Shader data
//Enable shadow comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, 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, GL_LEQUAL);
//Shadow comparison should generate an INTENSITY result
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadowMapSize, shadowMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);