Hi Nick,

On Mon, Jan 18, 2010 at 11:38 AM, Trajce Nikolov
<[email protected]> wrote:
> Hi Robert,
> it is not about performance thing. It is still about the light lobes. As in
> the sample application that was around the forum, it requires one depth
> texture per light lobe. So my wondering was (sorry if the is stupid, but it
> is coming from the old E&S school), if I can render those "Light Lobes"
> views into texture atlas to get around the texture limits, and as well if
> possible from different threads. What you think about this? Do you have some
> other suggestions, ideas?
> At present the light lobes limitation is up to 7 lights since it uses the gl
> lights. Ok, this can be replaced with uniforms to get around this
> limitation. I am thinking now about the textures .....

The limit on textures for modern cards is typically pretty generous,
16 or 32 is the norm these days.

Robert.
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