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