Hi,

I'm investigating using a geometry shader to render multiple shadow map 
cascades in one pass in OpenMW. While I've heard conflicting (but mostly 
negative) accounts of how much additional performance this can bring, I reckon 
it's likely to help, as OpenMW uses a ridiculous quantity of tiny drawables, 
causing a ridiculous number of draw calls when RTT passes are used, and there's 
no easy batching implementation as user/game scripts can add, remove, replace 
and relocate object with no notice. There are solutions in the works for this, 
but layered rendering may be low-hanging fruit that can be done in the meantime.

Anyway, onto the problem at hand...

In order to do this, I need to bind a layered depth texture as a render target. 
When I looked into doing this in OSG, the two threads I found claimed it wasn't 
possible yet, but as they were from a long time ago, it's possible support has 
been implemented since them. Can this be done yet? I'd rather not have to spend 
a long time investigating only to determine that it's still impossible.

Thank you!

Cheers,
Chris

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76104#76104





_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to