Hi Cyril, None of the View Dependent Techniques was using Ambient Bias before. So thats not the case here I suppose.
I am not sure if thats "it" but look at the shaders located in StandardShadowMap.cpp. I believe that Robert has switched the shadow shaders to use only fragment shaders somewhere between 2.9 and 3.0. That might have affected the ambient/emissive handling... Formerly ambientEmissive value was computed in shadow vertex shaders and passed to fragment shader. Now fragment shaders simply read material and light ambient colors and use them insted of former ambienEmiissive varying. Cheers, Wojtek Lewandowski 2011/11/30 Cyril Bondue <c.bon...@cbbknet.com> > Hello everybody, > > I'm updating some of my projects from V2.8.3 to V3.0.1 of OSG and i'm > struggling with a shadow problem. In fact, > osgShadow::LightSpacePerspectiveShadowMapCB produces opaque black shadows, > while in previous version it darkened the objects. I've tried to change > ambiant in light and objects materials with no success. What i'm looking > for is something like AmbiantBias, to control the shadow intensity. Do you > know any way to achieve this please? With this shadow technique, if > possible. > > I'm running Windows 7 on an ATI Radeon HD 6850 > > Thanks! > > Cyril > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44136#44136 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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