Hi Ben,

GL_ARB_fragment_shader

In order to use the shadow fragment shader, you need this one too. If it's not supported by your card, osgShadow::ShadowMap (and most shadow techniques) can do a fixed function fallback. To see if this works for you, you can call shadowMap->clearShaderList() before the first frame (i.e. when you construct the shadowMap object).

If GL_EXT_framebuffer_object is supported, the fixed function fallback should be fast enough. The only time I've seen shadow maps be REALLY slow (i.e. 1.5 fps vs 60+ when disabled) both in fixed function and with the shader is when GL_EXT_framebuffer_object was not supported.

Sorry I didn't include this one in my list, I assumed that if a card supported GL_ARB_fragment_program, then it also supported GL_ARB_fragment_shader, but this seems not to be the case for you. Bare in mind that this is all though my experiences of what works in my projects, so there are shortcomings sometimes. :-)

Hope this helps,

J-S
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Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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