Hi Wyatt,

1.  Is there a way I can query the number of texture units available on my
GPU via an OSG call?

A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also searching the OSG headers, I found osg::Texture::Extensions::numTextureUnits() which returns a GLint (int). Look at the source to find out where the value will be initialized or how to initialize it yourself.

I generally don't bother to query and use 8 (0-7) as a number that's supported pretty much everywhere.

2.  Is there a list, other than the osgShadow programming guide of shadowmap
techniques, specifically ViewDependentShadow techniques?

The source/headers... And the mailing list archives.

The three usable types are:

class   LightSpacePerspectiveShadowMapDB /*...*/ {};
class   LightSpacePerspectiveShadowMapCB /*...*/ {};
class   LightSpacePerspectiveShadowMapVB /*...*/ {};

And LightSpacePerspectiveShadowMap is an alias for LightSpacePerspectiveShadowMapDB :

typedef LightSpacePerspectiveShadowMapDB LightSpacePerspectiveShadowMap;

And also StandardShadowMap is usable, but it's not view-dependent, so it's pretty much a direct replacement for osgShadow::ShadowMap but in the same class hierarchy as the LightSpace* classes.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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