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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