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 ------------------------------------------------------------------------------ Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/NeoTech _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users