Hello @ all,
I have some more questions about that. First, I understand how to get
more than one shadow ;) The Problem is, how to realize it with the
osgShadowMap implementation. So I studied the source code of osgShadow.
Like Bob said, I need more than one ShadowMap. So I have to create
another ShadowMap and set the textureUnit of this new one to another
value, e.g. 2. So to get it work I should need also a new shadowed
Scene, or? Because if I would use the one I have for my first shadowMap
it would have the same lightPosition. Am I right? So I guess I need two
ShadowMaps and two ShadowedScenes and then blending them in my program
with a fragment shader. Another question is, how do I get the two
textures as input for the blending shader out of the two shadowedScenes?
I hope these are not such stupid questions ;)
Greets,
Marcus
Bob Kuehne schrieb:
On Jun 19, 2007, at 8:51 AM, Marcus Fritzen wrote:
I am trying shadowing my scene with more than one lightsoure.
Therefore I create just another lightsource and addchild these also
to my shadowedScene. The result is, that only the last lightsources
is used. Is it possible to use more than one lightsource at the same
time?
hi marcus,
yes, you can have as many shadows generated as you like, assuming you
have card memory and performance available to generate and render with
these. here's what happens:
1) generating each shadow map requires a rendering of the
scene and storage of depth info
2) generating the shadowed scene involves using each of these
shadow maps and blending of their results. it's simplest
to do this via a shader.
so, depending on what code you're using to render the final scene,
you'll need
to adjust both the shadow generators (to bind to alternate texture
units), and
also the shader/blend state (to use these multiple shadow textures.)
bob
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