> Did you check the debugHUD (with LISPSM it's as easy as > shadowTechnique->setDebugDraw(true) )? Does it show something that > looks valid?
I am not sure... With the debugHUD in the ShadowMap example, there was just a window which appeared to display the shadow map in gray-scale, but in the LISPSM example, there appears to be two sub-windows in the debughud window (not in gray-scale). What are these displaying? > > Note that LISPSM's shaders are different than ShadowMap's shaders that > your used before. It uses a different name for the shadow map sampler, > and by default it separates the shaders into main and shadow parts, > though you can still disable the shaders that LISPSM adds and use your > own (make sure to use the right sampler and uniform names in your > shader). Check the source in StandardShadowMap.cpp to see what the > shaders look like. I found the shader source, in StandardShadowMap::StandardShadowMap. I am a bit confused about how to use the osgShadow in my app if I already have shaders in my app. The osgShadow programmers guide says " What if my objects already have a shader applied to them? * That shader also needs to implement shadow mapping. See the top of src/osgShadow/ShadowMap.cpp for the basic shader, and use that in your shader (keep the same names for the variables too)." Am I supposed to, basically, copy the shader code from StandardShader map and add it to my shaders and turn off the LISPSM shaders? W _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org