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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