[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 )

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
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions

Ben Axelrod wrote: 



	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.


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