We handle card discrepancies like texture size, number of units etc, by querying the the cards cabalilties and setting up our limits in our programs from them. ( now some dang cards can tell out right lies about what they support and drop to s/w mode at times but thats another story )
Gordon Product Manager 3d __________________________________________________________ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __________________________________________________________ ________________________________ From: [email protected] [mailto:[email protected]] On Behalf Of Jason Daly Sent: Monday, March 23, 2009 3:24 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions Ben Axelrod wrote: Thanks, Do you think that changing the shadow texture size will have any affect here? I have noticed a somewhat similar failure of ShadowMap when I have a very large mesh file, and decreasing the shadow texture size seems to fix that. Oh, possibly. The GeForce 5's might have had a smaller max texture size, too. It's been a while, so I don't remember the numbers exactly. In general, though, they had tighter limits than the modern cards. --"J"
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