Thanks Adrian, Changes now merged and submitted to SVN.
Visual quality is better with the suggested options in the README but still not great, in particular I loose shadows when near to objects and at shallow angles to the surfaces under shadow. I've played around with the polygonoffset and found that changing units makes no difference for the models/views I've tested, but factor to to 4 or 5 seems sufficient to avoid the z fighting. The values you've chosen for NVidia look excessive. I am beginning to wonder about the value of using PolygonOffset in this context, its just not reliable enough across hardware. Alternatives to using PolygonOffset are tweaking the depth range via osg::Depth or via a small tweak to the projection matrix. Replacing osg::PolygonOffset by osg::Depth might well be a useful thing to try. Robert. On 9/26/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > Hi Robert, > > please update the PSSM, i did some bug fixes and added new features to move > the camera virtual against the view direction by applaying a simple distance > factor (a), which is calculated camera eye - camera center distance. and we > can move the "light camera" against the light direction (b). > > (a) some objects behind the camera can cast shadow > (b) object aboive the camera can cast shadow > > then i fixed the shadow map orientation, now screen x coordinate alinged > which improve the quality > > /adegli > > -- > ******************************************** > Adrian Egli > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org