Hi, On Wed, May 7, 2014 at 5:07 PM, Mickael Fleurus <mickaelfleu...@ymail.com>wrote:
> Hi, > I'm currently working with osgShadow, and it's driving me crazy! I'm > really not an expert with shader and so on, but I try to make an > omnidirectionnal shadow on my scenes, and I really don't know how to > proceed. Every already implement way of making shadow in OSG aren't > producing good shadows while using point light, except ShadowVolume, but it > produce not only shadow, but also 3D geometry, and it's not what I'm > looking for! I only want a realistic shadow, that work on large scene > wherever the light is, and I don't find how to do it. > > I tried to build my own omnidirectional shadow map, using a cube map, but, > obviously, I don't have the skills to do it on my own. > > Do OSG have a build-in solution that I may have missed? Is it even > possible to do it easily? Am I really bad at OSG or is it really difficult? > Please, help me, even a little, I'm stuck for too long and I don't like > this. > I am using the view-dependent shadow map technique for large scenes, that one worked best for me so far. However, that one allows only a single light - light 0 is used for shadow casting. See the osgShadow example. I am not sure what you mean by "omnidirectional shadows", though. Do you want to have a shadows cast by multiple lights at the same time? The techniques in OSG usually support only a single light (with a few exceptions like the basic shadow map - but that one is not good for large scenes). It would be very expensive to use something like view-dependent shadow map with multiple lights, as each light needs its own shadow map and a rendering pass too. These techniques are mostly used for things like rendering shadows cast by the Sun and as there is only a single Sun, the one light limitation is not really a big problem. What exactly are you trying to achieve? There isn't a single shadow rendering technique that works for every scenario, unfortunately. Regards, Jan
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