Hi Sebastian, I never tested the color buffer approach for simple shadow mapping without filtering. I only used it to implement variance shadow mapping(a GL_RG32F texture stores the mean depth value and the variance). The implementation was significantly faster than percentage closer filtering with a hardware depth texture. But of corse that doesn't proof anything, as different techniques where used. Would be a good idea to test this. I am not sure what you mean with, the hierarchical z-culling is removed? The standard depth buffer is still used for z-culling, only for shadow mapping a different one is used. Or do you mean this optimization is also used, when "sampler2DShadow" is used in the shader?
I was not aware of the GL_DEPTH32F_STENCIL8 format. This seems to be the perfect solution to precission issues. Thank you! Cheers, Marcel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56694#56694 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org