Hello Jesper,
Thank you very much, I suspected it was something like that. Do you know if there another standard way of making high resolution renderings via OSG that isn't hit by the graphics card texture size limitations?
You can do tiling - take multiple screenshots, each using the maximum size the video card supports, using appropriate camera positions that, once assembled together into one image, will give you the complete image. Using slave cameras in an osgViewer::View can help with this, and you can have a look at osgViewer::View::setUpViewAcrossAllScreens() for inspiration on how to set up those slave cameras.
Otherwise I'll just have to implement the checking mechanism you gave me and limit the maximum size for the less capable graphics cards.
That could be a good first step. Hope this helps, J-S -- ______________________________________________________ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org