Non-NVidia shadow mapping options?

What are my options on other companies’ boards for shadow maps that are greater than the size of the application window?

Right now I’m using 2048x2048 pbuffers with DEPTH_COMPONENT_NV.

I suppose I’m only interested in ATi and 3D Labs.


You can do a glCopyTexSubImage2D() from the pbuffer instead of using WGL_NV_render_depth_texture.

– Tom