Hi Terry, I have played with LODScale at the present osgShadow techniques, but the concept of EyePoint and ViewPoint methods in NodeVistor are intended to help with this issue - it was written in response to your original request for such a feature when you did your original PSSM code. I can't recall the details off the top of my head, so could you check you old PSSM code and compare to the osgShadow techniques?
Robert. On 10/18/07, Terry Welsh <[EMAIL PROTECTED]> wrote: > Hi Robert, > Remember the View class and the code you wrote so that Cameras for > shadows could inherit the same LOD information as the user's eyepoint? > I believe this is a related issue. LODScale set for the main > eyepoint does not appear to be used by the shadow cameras, causing > shadows to not match the objects that cast them if the objects have > multiple levels of detail. > > So far I have looked over the code for View, Camera, and CullSettings > with no luck. _inheritanceMask in CullSettings defaults to > ALL_VARIABLES, so I would expect LODScale to be inherited properly. > Not sure where else to look for this problem. Any ideas? > > This problem is easy to demonstrate by adding this line to osgshadow.cpp > > viewer.getCamera()->setLODScale(10.0f); > > and then running with a model that has some LOD nodes in it. > - Terry > _______________________________________________ > 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