<div dir="ltr">Hi Chris,<div><br><div>This is the idea I wanted to try myself some day but the day for this never came. I probably would attempt the method described here <a href="https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass">https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass</a> (see answer with 4 likes).</div><div><br></div><div>Cheers,</div><div>Wojtek Lewandowski</div><div><br></div></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">śr., 15 maj 2019 o 01:42 Chris Djali <<a href="mailto:krizdjali@gmail.com">krizdjali@gmail.com</a>> napisał(a):<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi,<br>
<br>
I'm investigating using a geometry shader to render multiple shadow map cascades in one pass in OpenMW. While I've heard conflicting (but mostly negative) accounts of how much additional performance this can bring, I reckon it's likely to help, as OpenMW uses a ridiculous quantity of tiny drawables, causing a ridiculous number of draw calls when RTT passes are used, and there's no easy batching implementation as user/game scripts can add, remove, replace and relocate object with no notice. There are solutions in the works for this, but layered rendering may be low-hanging fruit that can be done in the meantime.<br>
<br>
Anyway, onto the problem at hand...<br>
<br>
In order to do this, I need to bind a layered depth texture as a render target. When I looked into doing this in OSG, the two threads I found claimed it wasn't possible yet, but as they were from a long time ago, it's possible support has been implemented since them. Can this be done yet? I'd rather not have to spend a long time investigating only to determine that it's still impossible.<br>
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Thank you!<br>
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Cheers,<br>
Chris<br>
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