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
>
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>
>


-- 
trajce nikolov nick
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