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).
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.