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 ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
