[osg-users] ShadowMap Required OpenGL Extensions
Tomlinson, Gordon
GTOMLINSON at overwatch.textron.com
Mon Mar 23 12:38:52 PDT 2009
We handle card discrepancies like texture size, number of units etc, by
querying the the cards cabalilties and setting up our limits in our
programs from them.
( now some dang cards can tell out right lies about what they support
and drop to s/w mode at times but thats another story )
Gordon
Product Manager 3d
__________________________________________________________
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__________________________________________________________
________________________________
From: osg-users-bounces at lists.openscenegraph.org
[mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions
Ben Axelrod wrote:
Thanks,
Do you think that changing the shadow texture size will have any
affect here? I have noticed a somewhat similar failure of ShadowMap
when I have a very large mesh file, and decreasing the shadow texture
size seems to fix that.
Oh, possibly. The GeForce 5's might have had a smaller max texture
size, too. It's been a while, so I don't remember the numbers exactly.
In general, though, they had tighter limits than the modern cards.
--"J"
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