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. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

