Render to Texture on ATI
Hi,
Among other things, I have a shadowmapping algorithm. It works perfectly on my NVidia card, but not on ATI cards.
Because I wanted to eliminate just such card-to-card problems, the texture is rendered as a simple depth texture--no comparison operations. In the shader, the shadowing functions are implemented manually. The program has two ways of rendering the scene to this texture--glCopyTexImage2D(...) and framebuffer objects. Each method gives incorrect results differently.
I attached screenshots showing the problem. They are 800x600, but I resized them with HTML to fit better here. View the image separately to see more detail.
glCopyTexImage2D(...) seems to leave the entire scene shadowed:
The framebuffer seems to actually flip the shadowmap:
What's going on here? How can I fix these problems? They only appear on ATI cards--what am I doing wrong, and how should I make it more compatible?
Thanks,
G
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