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


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