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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