Hi Christian,

I think i've seen your post on gamedev.net and tried to answer ...;-) 
Coincidence.
Problem for me is, that even on 7.1 it's not working (but I've 
downgraded driver which might obscurify this issue a bit).
I recently read some articles, where most of them were stating that 
binding LUMINANCE to FBOs isn't working properly ever since.
Could you do me the favour and take a look at my screenies? If the issue 
should be related to "flipped" coordinates I could give it some tries 
into that direction.
For now I remain a little clueless, since I cannot imagine other 
applications using shadowmapping in conjunction with FBOs won't
suffer the same problems.
Thanks for your answer however ... seems I'm not completly nuts at all ;-)

cheers
Sebastian
> Hi!
>
> I didn't look at your images, but I recently posted an issue that seems 
> to be similar to yours... (title "issues with latest ATI driver, please 
> confirm")
>
> I'll quote the relevant part here:
>
> "
> In my program, I use perspective shadow maps, rendering to a depth 
> texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This 
> works perfectly with driver version 7.9. In 8.1 however, it appears that 
> the frame buffer image is flipped upside down for some reason. If I 
> invert the y-coordinate for shadow texture lookup, everything works fine 
> again for this driver version.
>
> Can anybody confirm these issues? I'm afraid now I'll have to implement 
> a test of whether the frame buffer is flipped to maintain compatibility 
> with the screwed-up ATI driver... I hope this is not the case...
> "
>
> Nobody replied to this post yet, in the meantime I have implemented the 
> workaround which tests the orientation of the image which is rendered to 
> the FBO.
>
> Perhaps this is of any help
> regards
> chris
>
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>
>   

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