Mickael, As far as I know none of existing techniques in OSG does what you want. You will need to roll up your sleeves and work hard to obtain the effect you wish.
I was once contracted to do multiple shadow lights with full spherical coverage of light field. Its proprietary code and I cannot share it. It was done with slightly different concept than cubemap. Space around point light was cut into NxM spherical segments and each of those segments was represented as single shadow map. Shadowmaps were stored as Texture2DArray. Casting shadows required smart blending of those shadowmaps in shaders. I did not try to use LispSM or other perspective shadow map for that. It did not make sense to me if I wanted uniform distribution of light and it would be particularly difficult to merge those shadow maps in casting shader if they used varying projections. So I used code which was based on MinimalShadowMap techinques but as a start you may also come from basic ShadowMap. Its most simple technique and most appropriate for customizations. But the whole excercise is terribly complex. You would need to use 6 cameras to cull and render six shadow maps for your cubemap and then apply that cubemap with specifically written shader. Its highly advanced stuff. Please look at the most simple ShadowMap technique code and see if you understand all of the code there. If you do you can try to go further and experiment with shadow cubemap, if you don't undrstand some of it you will need to learn more... Best of Luck and obligatory Cheers, Wojtek 2014-05-09 16:17 GMT+02:00 Mickael Fleurus <mickaelfleu...@ymail.com>: > I checked the source of the SilverLining SDK, and I don't think it will be > useful for what I search to achieve. After more research, I think that what > make that no solution is good for what I'm looking to achieve is that every > solutions use a single camera with a limited field of view to create > shadows. Places where my shadows disapear are places that are outside > camera's FOV. That's why I've tried to do my own shadow map in the first > place, with a cube map. Because this problem can disapear with the use of a > cube map. But, deep down, I'm sure that people making OSG thought of that > problem and that I'm loosing time for nothing. > > Thank you for the time you use trying to help me, anyway. > > Cheers, > Mickael > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=59335#59335 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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