<div dir="ltr">Hi Chris,<div>I did something similar a using multiple viewports, and created the osgshadermultiviewport example to preserve some of the work I did.</div><div>It might be dependent on nvidia hardware (the extention strings suggest so). </div><div>I do remember some discussion about layered framebuffer attachments, but don't remember if it's been resolved.</div><div>I suppose it would be useful to try to port the example from multiviewport to multilayer - this might also change the range of hardware that can be used - </div><div>and can be used to see if the multilayer (depth) buffer works .</div><div>Laurens.</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, May 15, 2019 at 1:25 AM Chris Djali <<a href="mailto:krizdjali@gmail.com">krizdjali@gmail.com</a>> wrote:<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>
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Anyway, onto the problem at hand...<br>
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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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