Hi Wojtek,
Yes reference frame is set in StandardShadowMap, i didn't notice it
yesterday.
I made test and i found something new:
It's not a lod problem but a Lighting problem (geometry is good).
Actually i take a look in StandardShadowMap shader, if you have any idea.
[...]
Find where is the problem, gl_Color is miss compute (for my terrain db)
by the main vertex shader, by using a constant one in fragment i solve
my lighing problem. I' m going to make my own vertex shader to keep the
lighting computation.
Thanks
Hi Antonin,
As far as I remember, ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame
for Shadow map camera is set in osgShadow::StandardShadowMap and
should be inherited and used by all derived classes
including DebugShadowMap, MinimalCull/DrawBounds and all three LispSM
flavours. So it looks like your problems may be caused by something
else...
We have been using LispSM with LODs and we have not seen major
artifacts since this addition of ABSOLUTE_RF_INHERIT_VIEWPOINT which
happened after discussion you referenced.
Maybe you are using LODs switched by pixel sizes (not viewpoint
distance ) ? I have not tested this scenario but I would guess that it
would depend on shadow map resolution. Its also possible that LispSM
skewed projection matrix may somehow cause wrong results in pixel size
LOD computations.
Sorry to say that but you caught me at bad moment. I am going on a 5
day trip tomorrow and will be offline till next Tuesday. If you are
unable to solve the issue by then, send some more info and maybe we
would come up with some fresh idea...
Cheers,
Wojtek Lewandowski
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org