pbuffers and depth textures
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Does anybody have some advice for implementing projective shadow maps on a system with an ATI board? For a while I've been using pbuffers and WGL_NV_render_depth_texture, but of course that isn't available for ATI. I'm assuming I can still setup a pbuffer to render the depth texture into, but then do I do a glCopyTexture to get it from the pbuffer to the actual texture object? Any advice would be appreciated. Thanks, Damin.