Hi,

On Fri, 2013-02-01 at 09:09 +0100, Johannes wrote:
> Hello Gerrit,
> 
> On 01.02.2013 08:34, Gerrit Voß wrote:
> >
> > no got it, still try to wrap my head around what is happening. One
> > short question, how are the shadows drawn, is there another geometry
> > that received the shadows ?
> >
> Yes, what I do is to calculate the bounding box of my scene and place a 
> transparent plane, created by makeCylinder, just below the box.
> 
> > For the ATI's I'll have to find a way to test as I  don't have any
> > recent card. I'll see if I can find information if there are limitations
> > to the blitFramebufferPart on ATI.
> >
> It would be possible to send you such a card or we could bear the 
> expensive of such a card if this helps.

Let me see if I can buy one over here. 

> In my experience ATI is more petty about the GL standard. At least with 
> the GLSL shader code I have written NVIDA was always more forgivable.
> 
> Do you have any information about the 
> glGetFloatv(GL_DEPTH_COMPONENT32F,...) error.

yes, a quick grep gave a registerContant(GL_DEPTH_COMPONENT32F) away. 
I fixed this one, so this should be gone.

But now I get warning from the uint uniforms as well ;), have to track
those down.

kind regards
  gerrit



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