Hi,
You probably saved me a lot of time. Thank for fast answers and for your
courtesy!
...
Thank you!
Cheers,
Mickael
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osg-users
Hi,
yeah sorry I messed up with what I meant to say. It's more shadow with
omnidirectionnal light, or point light as I think it's named in osg.
ViewDependentShadowMap is producing a weird result. Depending on how distant my
camera is from the scene, I have strange artefacts that make the
[quote=Trajce Nikolov NICK]Hi,
if your shadows are moving with the camera, then you are using the default
viewer lighting mode which moves the light with the camera. Try setting the
viewer with no light ( viewer-setLightingMode(osg::View::NO_LIGHT); ) and set
your own LightSource in the scene
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
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
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