Hello Ben, thanks for your answer, On Tue, May 20, 2008 at 5:29 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> Alejandro, > > I suspect the most likely explanation is this: > > 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. > 2. ShadowTexture is ignoring your ReceivesShadow bit, however: > 3. When you turn on CastsShadow for a node, it is then implicitly > preventing it from receiving a shadow, because the algorithm can't do both. > > Try replacing your ShadowTexture with a ShadowMap and see if the behavior > changes; ShadowMap does support self-shadowing. > You're absolutely right: I am using ShadowTexture. I've tried different shadow techniques, but for some reason ShadowTexture is the only one that works in my application. I bet this is a problem with the shadow's shaders in my application because right now I'm trying to get PSSM to work and after setting the OSG_NOTIFY_LEVEL to DEBUG, I noticed the shader never gets compiled, and thus the app segfaults in the cull() call. Do you know of any way to force the shader to get compiled? I've opened another thread for this problem ("PSSM segfaulting in the cull() call"). Thanks in advance, Alejandro.- -- [EMAIL PROTECTED] http://varrojo.linuxuruguay.org
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