Hi Wojtek,

As I was summoned by "shadow" spell

Haha! :-)

Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit).

Wow, isn't that a bug? It surprises me that no one has tried to fix that, it seems pretty critical to me...

J-S
--
______________________________________________________
Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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