Hi, > > Yes good idea that's much nicer. I added the code and a new > shadowMapTextureIndex field for selecting the texture unit for the > shadow map. > > Andreas >
Thank you Andreas, I've noticed a great render speedup after your last changes in ShadowMapViewport. Thank you Dirk too, for the hint. Although this improvement I think I'll have to inherit the class and change it accordingly to my needs. In fact the projectShadowMaps method runs my heavy shaders for every light, which is not the nicest (and fastest) behaviour. It would be nicer to selectively use two different shaders: a fast one for shadow manipulation (used for multipass rendering in light loop) and the heavy one used one time to render the whole scene with the accumulated shadows. Here come some (few) questions... Is MaterialSwitch a good choice to switch fast from a shader to another? Could MultipassMaterial be a better choice? When inheriting ShadowMapViewport class must I inherit the base class too? or extend directly the base class? ( I'm quite new to C++ and OpenSG ) Thank you, -- Josef Grunig www.blending-life.org ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid3432&bid#0486&dat1642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
