I used osgdepthshadow as a guide for implementing shadows in my own
program.  I got the shadows working but I have a question about the
shadow map.  By default what depth is the shadow map?(8-bit, 16-bit,
...)  I'm casting my shadow over a large area and I'm seeing some
banding and other artifacts.  I looked through the OSG code and noticed
GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32.  I
did not see any usage of them in the examples though, are they used in
the texture's setInternalFormat() call?  OpenGL gives me an 'invalid
operation' error when I tried them.  Am I on the right track?  Is there
more to it?  I've never tried shadows in OSG (or OpenGL) before so I
apologize for the newbie question.

Ken.
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