Re: pbuffers and depth textures
"Kenneth B. Russell" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Yes, that's the most portable way to do it as far as I know. This works not only on ATI hardware but also on X11 where render-to-texture isn't available. There's an example of this technique in the jogl-demos source tree at http://jogl-demos.dev.java.net/ (HWShadowmapsSimple) which is written in Java but was originally ported from some C++ code by NVidia. -Ken [email protected] wrote: > 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. > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Kenneth B. Russell INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).