Hi Daniel, I would recommend using over ViewDependentShadowMap over ParallelSplitShadowMap, this does mean use a recent dev release rather than a stable release but the new shadow technique can do parallel splits shadow maps as well as perspective shadow maps and make it easy to switch/between or combine them. It also performs much better.
Robert. On 28 March 2012 14:26, Daniel Schmid <daniel.sch...@swiss-simtec.ch> wrote: > Hi there > > > > Is there a reason why in ParallelSplitShadowMap, lots of the interesting > members are private? I would like to derive my own PSSM, and implement > multitexturing, but for this I do not have access to _textureUnitOffset, > which is a private member and does’t even have a setter method… > > > > Regards > > Daniel > > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org