Hi Wojciech, Robert and I discussed this issue in great detail over a year ago. Here are some related email threads: http://osgcvs.no-ip.com/osgarchiver/archives/August2006/0307.html http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-October/003697.html
Eventually, Robert made some changes to OSG (including the addition of the View class) which eliminated this problem. It fixed my own shadows completely. I wonder if your shadows are just finding some corner case that is tricking Robert's fix into not working.... -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com > Message: 5 > Date: Tue, 26 Feb 2008 15:18:13 +0100 > From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> > Subject: [osg-users] Problem to consider: Shadow maps and LOD > computation > To: <osg-users@lists.openscenegraph.org> > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="windows-1250" > > Hello everyone, > > I have following problem: Shadow Mapping - so called duelling frusta case ie > light direction opposite to view direction. Objects drawn into Shadow Map > also contain LOD nodes. When rendering shadow map LODs are drawn based on > distance computed from shadow camera. But this is plain wrong: LODs should be > always selected based on distance from main camera. Is there a way to > overcome this problem and force LODs drawn into shadow map to be base on > distances from main cam ? > > Thanks in advance, any ideas would be appreciated, > > Wojtek Lewandowski _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org