On 2/7/06, Andreas Zieringer <[EMAIL PROTECTED]> wrote:
> Hi Josef,
>
> > Hi,
> >
> > I successfully used ShadowMapViewport to cast shadows, but I have two 
> > questions:
> >
> > I've noticed that texture unit 3 is used to access shadow texture. Is
> > it possible to change the texture unit number?
>
> not yet but I could add it.

This would be an appreciated and useful feature for OpenSG 2.0

> The whole ShadowMapViewport is a hack. To do
> this right we would have to rewrite the whole RenderAction and more. But
> in OpenSG 2.0 there is a completly rewritten RenderAction with shadow
> mapping support. Well 2.0 is not ready yet :-(

Can I ask when release 2.0 is scheduled? Are we talking of weeks or
months? I ask you because I must decide whether wait for the release
or continue in the ShadowMapViewport direction.

>
> > When using shadows combined with my shaders, it runs extremely slow,
> > even if I use simple geometries like spheres. Is it possible that
> > during the first pass of rendering (where depth map from the light
> > point of view is calculated) the shaders are rendered too, even if not
> > they are not needed? Is there a way to disable them, only in the first
> > pass?
>
> Yes that's a known bug. A quite simple solution would be to replace the
> core of the root node with a MaterialGroup (this will overwrite all
> other materials) while rendering the depth map.

OK, this means that I've to inherit the ShadowMapVieport and add this
functionality? Am I right?

>
> Andreas
>

Thank you,

--
Josef Grunig
www.blending-life.org


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