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

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http://forum.openscenegraph.org/viewtopic.php?p=48278#48278





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