I'm doing my 16-bit RTT work with GL_RGBA16 successfully now, though osg::Image doesn't like it much (I avoided the problem). However, recently, I've made some change that knocked me off the fast path onto software rendering(!) on some older hardware. My GTX 560M is just fine, but a Quadro FX 2700M laptop is kicking into software rendering (Ayieeee!) and a 9600M GT also is reported to do the same thing.
Now, the Quadro is supposed to be a G94GLM core: http://en.wikipedia.org/wiki/Nvidia_Quadro#Quadro_FX_M and this chart: http://developer.download.nvidia.com/opengl/texture_formats/nv_ogl_texture_formats.pdf seems to indicate that the G80, GT200 and presumably later support RGBA16 without compromise. Any other suggestions about what could be kicking me off the fast path on these devices? Would it be usage of some particular GLSL function? Or use of some texture mode? I wouldn't think allocating too many 16-bit textures would do it, because I'd think that would just fail to allocate the last one(s). Any pointers to where I could learn what could be kicking me off the hardware path is appreciated. OSG has reported "Rendering in software: pixelFormatIndex 3." on one of the devices, a GeForce 7300. I'm not clear on what GPU core this is (G73?) or where it falls on that chart, but empirical testing of earlier versions of the code seemed to indicate it was delivering 16-it capability fine. -- Chris 'Xenon' Hanson, omo sanza lettere. [email protected] http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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