Hi Josef,
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.
Well good question I would say months.
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?
Yes but I think it is easier to change it directly in the
ShadowMapVieport. If you have success with your changes I would like to
add them to the current cvs.
Andreas
Andreas
Thank you,
--
Josef Grunig
www.blending-life.org
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