Hi Mickael, this is not that that simple as you already found out, but it is achievable with proper use of some of the shadowmaps available. I am using osgShadow::LightSpacePerspectiveShadowMapDB for large paged scenes (this one worked best for me) and it is also based on one light 0 as Jan described to you.
Ping me on my email, I can send you some sample code I can share Nick On Wed, May 7, 2014 at 6:11 PM, Jan Ciger <jan.ci...@gmail.com> wrote: > 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 > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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