Hi, J-S
Last time I checked OSG was also creating accompanying color buffer for
the depth shadow map. Which usually multiplies GPU memory alocation by
two (assuming RGBA is 32 bit and Z is 32 bit).
Wow, isn't that a bug? It surprises me that no one has tried to fix that,
it seems pretty critical to me...
I am not sure... I believe that it was impossible to use depth only FBO when
they were initially introduced into OpenGL . But now it seems possible at
least on NVidia's because I made such modificattion and it works ( in fact
it gave me shadowing speedup improvements). But I did not try to submit this
because I have not bothered to make it safe and I did not test whether mod
does not break other RTT code. I may send this "as is" if you are
interested.
Cheers,
Wojtek
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