Hi Everyone interested in this topic.

Solution was very simple. All I had to do was to change my ShadowMap camera 
RefernceFrame to ABSOLUTE_RF_INHERIT_VIEWPOINT.

Thanks to for solving this problem before Robert ;-)

Btw. osgShadow::ShadowMap still sets ABSOLUTE_RF maybe we could change it ? 
I will send proper submission.

Cheers,
Wojtek



----- Original Message ----- 
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org>
Sent: Tuesday, February 26, 2008 9:28 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD 
computation


>
> Thanks Terry, Brain and Robert,
>
> I will follow all your ViewPoint suggestions tomorrow.
>
>
> Wojtek
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Robert
> Osfield
> Sent: Tuesday, February 26, 2008 9:24 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
> computation
>
>
> Hi Guys,
>
> You are on the right track with ViewPoint - it exists to solve this
> problem - a RTT effect that needs to have LOD's chosen on the main
> cameras view point (eye point) not the RTT's camera's eye point.   I
> introduced it when Terry Welsh came across this problem when he was
> doing his development of his implementation of parallel split shadow
> maps.
>
> I've just got back so I'm a bit cold on this topic right now, perhaps
> Terry will remember things better than I...
>
> Robert.
>
> On Tue, Feb 26, 2008 at 5:46 PM, Brian R Hill <[EMAIL PROTECTED]> wrote:
>> Wojtek,
>>
>>  I don't know. I just looked at the LOD::traverse method and saw that it
>>  called the node visitor getDistanceToViewPoint method, which for the
>>  CullVisitor calls the CullStack::getViewPointLocal method.
>>
>>  Ooops, looks like you'll need to override
>>  CullVisitor::getDistanceToViewPoint, not CullVisitor::getViewPoint. 
>> Also,
>>  the view point will need to be relative to the LOD object.
>>
>>  I searched the entire OSG tree and only LOD and PagedLOD call
>>  getDistanceToViewPoint, so it should be pretty safe.
>>
>>  Caveat - I've only looked at the code and haven't tried this.
>>
>>
>>  Brian
>>
>>  [EMAIL PROTECTED] wrote: -----
>>
>>
>>  To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org>
>>  From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
>>  Sent by: [EMAIL PROTECTED]
>>  Date: 02/26/2008 12:15PM
>>
>> Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
>>  computation
>>
>>
>>
>> Hi Brian,
>>
>>  > It looks like you'll need to create a custom cull visitor that stores
> the
>>  > desired eye point and overrides the CullVisitor::getViewPoint method 
>> to
>>  > return the stored eye point instead of the CullStack view point.
>>
>>  Thats sounds like it something I might be able to do ;-). Do you know if
>>  changed viewPoint would affect other types of nodes apart from  LOD  ?
>>
>>  Thanks,
>>  Wojtek
>>
>>  _______________________________________________
>>  osg-users mailing list
>>  osg-users@lists.openscenegraph.org
>>
>>
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