Hello Wojtek,
I am very glad to see this submission this morning! I think it will be a
great improvement in terms of what OSG can support and what tools it
provides to its users.
J-S suggested that this code should be added to 2.6 release. I think
that it may be bit too early for this.
I can understand your arguments for this stance, but I stand by my
suggestion. As long as it isn't integrated, I don't think it will be
used by enough people to get tested properly. Plus, as you said, it
slips in lots of other improvements that will be useful for other people.
osgShadow example scenes are not what this
technique is aimed for but it works with them. l have implemented this
technique mainly for large terrain / directional light simulation
scenarios.
I think a --large-scene switch could easily be added to the osgShadow
example. This could just change the ground in the -3 scene to 100x100
instead of 10x10, which shows the main advantages of view dependent
shadow maps. And most terrain in simulators will be larger than that!
--debugHUD adds debugging display.
I really like this. It was very useful to show my non-CG-savvy
co-workers what view dependent shadows were doing differently from the
normal shadows.
Thanks a lot for doing this work and submitting it. I really hope Robert
will include this into 2.6.
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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