Hi, I currently have an osg scene running that uses hardware skinning (via osgAnimation) to animate some character models. Using these models as as the "shadow casters" and a ground plane as the "shadow receiver" I've been trying to test the various osgShadow implementations.
My issue is this: When using LiSPSM, it appears that the "casting scene" used in the shadow RTT is of a state prior to the models being updated by the animation shader. This means that the shadow is more or less static - none of the animations done by the hardware shader are reflected. In contrast, SoftShadowMap produces a very nice shadow that incorporates all of the animation pieces, but of course is limited by scene size. Any ideas on how I can force the model update prior to the shadow RTT with LisSPSM? ... Thank you! Cheers, Garrett ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48278#48278 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org