Hi..
old one was 128.. new one is 256 MB.
.. and im only creating the tex with 512x512 (in my app, 1024x1024 in
depthshadowexample) once.
So it should be a memmory problem ?!?!
I hope its not a driver problem. tried latest 90.47 and the instrumened
driver.
The last thing i might try is to code the prog in plain opengl.. to see if
its really the driver.
Tobi
> Hi Tobes,
>
> My best guess would be a out of memory or driver issue. How big are
> the two cards?
>
> Robert.
>
> On 10/31/06, Tobes <[EMAIL PROTECTED]> wrote:
> > Hi..
> > heres the problem in short:
> > Im doing some massive shaddow mapping with many lights. So.. i setup a
> > shaddowmap atlas.
> > This went fine with my old card - geforce 5600.
> > With my new card 7600gt i have some problems when adding 21... instead
of 20
> > shaddow maps.
> > What happens then?
> > - the shaddowmap gets bad entries outside of the used map space (not
really
> > a problem, but doesnt happen with 20)
> > - every few frames. the program halts and the whole atlas gets strange
> > entries.
> >
> > Im complety out of options and dont know how i should proceed further..
so i
> > really appreciate any help.
> >
> > thanks.. Tobi
> >
> > (using osg 1.2 win32 pre-build release on winxp)
> >
> >
> > to make it easier to see the problem, i moddified the depthshaddow
example
> > by
> > replacing
> >
> > // set up the render to texture camera.
> > { everyting witin brakkets
> > }
> >
> > by
> >
> > int ncams = 20; // 21 is bad for me
> > // create the texgen node to project the tex coords onto the subgraph
> > osg::TexGenNode* texgenNode = new osg::TexGenNode;
> > texgenNode->setTextureUnit(unit);
> > group->addChild(texgenNode);
> > CameraNode* cam;
> > int xact = 0;
> > int yact = 0;
> > int i;
> > for(i=0;i<ncams;i++){
> > cam = new CameraNode;
> > cam->setClearMask(GL_DEPTH_BUFFER_BIT);
> > cam->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
> > cam->setComputeNearFarMode(osg::CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
> > cam->setViewport( xact, yact, 64,64);
> > osg::StateSet* _local_stateset = cam->getOrCreateStateSet();
> > _local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
> > float factor = 0.0f;
> > float units = 1.0f;
> > ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
> > polygon_offset->setFactor(factor);
> > polygon_offset->setUnits(units);
> > _local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON |
> > StateAttribute::OVERRIDE);
> > _local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON |
> > StateAttribute::OVERRIDE);
> > ref_ptr<CullFace> cull_face = new CullFace;
> > cull_face->setMode(CullFace::FRONT);
> > _local_stateset->setAttribute(cull_face.get(), StateAttribute::ON |
> > StateAttribute::OVERRIDE);
> > _local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON |
> > StateAttribute::OVERRIDE);
> > cam->setRenderOrder(osg::CameraNode::PRE_RENDER);
> >
cam->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
> > cam->attach(osg::CameraNode::DEPTH_BUFFER, texture);
> > cam->addChild(shadowed);
> > group->addChild(cam);
> > //cam->setViewMatrixAsLookAt(Vec3(100.0, 0, 0.0), Vec3(0.0, 0.0, 0.0),
> > Vec3(0, 1, 0));
> > //cam->setProjectionMatrixAsOrtho( -100, 100, -100, 100, 1.0f, 200.0f);
> > group->setUpdateCallback(new
UpdateCameraAndTexGenCallback(light_transform,
> > cam, texgenNode));
> > //realcams[i] = cam;
> > // new scanline?
> > xact +=64;
> > if(xact>=tex_width){
> > xact =0;
> > yact+=64;
> > }
> > }
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/