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/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org