Hello Michael,

On 06/02/2014 04:24 PM, Michael Raab wrote:
> I've started to work on this. I've added the necessary fields to
> ShadowStage class and used that information to setup the FBO accordingly.
> The result is that I've lost the shadows :-(
> Looking with an OpenGL debugger I can see that the color map is rendered
> correctly, but the shadow factor map is empty (black).
> Do you have an idea why this is happening? Maybe some shader code that
> has problems accessing multi-sampler data?!

hmm, possible. I don't remember if it is possible to read from a multi 
sample texture without a) using special sample functions in the shader 
or b) performing a glBlitFramebuffer (or similar operator) to resolve 
the multiple samples.
I'm also pretty sure that you'll not get around touching all 
*TreeHandler classes to make them create multi sample textures otherwise 
I doubt you'll get multi sample rendering on the intermediate steps.

        Cheers,
                Carsten

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