>
> Or, attach an empty osg::Program to get the fixed pipeline. If you're just
> using the default shadow shader for your shadows, the fixed pipeline for
> your cars might be sufficient instead of having to write a shader without
> shadowing yourself.
>
>    car_node->getOrCreateStateSet()->setAttributeAndModes(
>        new osg::Program, osg::StateAttribute::ON);
>

That makes every car receive some weird, colorful noise.


Firstly, I notice that you are using OSG 2.6. The versatility of the API
> into the shadowing stuff is much better in the 2.7 versions, and allows you
> better control over what is being applied, so I recommend you move to that
> if you can.
>

I've just compiled and tried OSG 2.7.4. But I don't understand what you mean
by "better control". I was expecting to see, in the header ShadowedScene,
something like:
- setOnlyReceivesShadowTraversalMask
- setOnlyCastsShadowTraversalMask
- setCastsAndReceivesShadowTraversalMask

Perhaps that could be implemented? Otherwise, how would you do, in OSG 2.7,
to disable self-shadowing?

Thanks,
Jefferson

2008/11/2 Jean-Sébastien Guay <[EMAIL PROTECTED]>

> Hi Jefferson,
>
> Once again, a complement to the info David provided:
>
>  Create a shader - you can use the GLSL in ShadowMap.cpp as a starting
>> point - and then bind it to your car node stateset with the "usual" methods
>>
>
> Or, attach an empty osg::Program to get the fixed pipeline. If you're just
> using the default shadow shader for your shadows, the fixed pipeline for
> your cars might be sufficient instead of having to write a shader without
> shadowing yourself.
>
>    car_node->getOrCreateStateSet()->setAttributeAndModes(
>        new osg::Program, osg::StateAttribute::ON);
>
> Hope this helps,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [EMAIL PROTECTED]
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
> _______________________________________________
> osg-users mailing list
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>
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