Title: Nachricht
Don't use a single shadow map. Split the frustum into several parts and apply a separate map to each of them. A few links for starters:
 
Cascaded Shadow Maps discussions on GameDev.net:
 
Parallel-Split Shadow Maps paper:
and demo:
 
Warping and Partitioning for Low Error Shadow Maps
 
Subdivided Shadow Maps
 
Regards,
Marco
 
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bradford, Chase
Sent: Monday, August 14, 2006 11:37 PM
To: '[email protected]'
Subject: [osg-users] Depth shadowing on large scenes

I’ve been playing with the depth shadow demo quite a bit lately, and I tried extending it to a large scene built from many PagedLODs (20 or more models).  The results have been pretty bad so far.  To make the transition easy, I just create one texture and apply it to the entire scene, which causes a lot of stretching since I’m limited to a 2048x2048 texture.  As a result, areas that shouldn’t be shaded are and vice versa.

 

Is there an elegant solution that would allow me to use depth shadowing despite the texture size limitation?  I’m not worried about frame rates at this point.  I just want to see a properly rendered scene.

 

Thanks,

Chase

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