Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Hi Adrian, I suppose that pluging the LightNode as parent or earlier sibling of ShadowedScene should work. OSG handles LightNodes, ClipNodes and TexGenNodes in such a way that last such node encounterd in traversal will be used for whole render stage during rendering traversal. So there is a chance that your light may be processed (culled) after shadowed scene but will still be used for lighting computation. However, if light was not processed before ShadowMap StandardShadowMap by cull traversal - these techniques will not find such light among render stage positional state attributes. In such case they may use other light for shadow computation. I suppose your user light concept may be an approach that will work always but it changes standard OSG policy of handling positional state attributes. Lets imagine following case: suppose that such the same light will get used by lighting and shadow computation. It may bring some discrepancies if happens to be preceded by some trransformation. When used with lighting it will be premultiplied by inverse model view but when used by shadowing it will be not premultiplied. So the lighting direction and shadow casting direction may get out of sync. Using this properly would require some knowledge and discipline from user. But it may be still worth adding. I would be grateful If Robert or others could join this discussion and say what they think. Cheers, Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: OpenSceneGraph Users Sent: Tuesday, September 30, 2008 10:17 PM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) Hi Wojtek, i didn't get the time slot to test the lighting and the other maps again. but if we assume, that we will have a sun light, for what pssm is good (or other shadow tech.), we can easy assume that the light doesn't move with a matrix transformation, so we set the sun light at a position and a direction, and this would be the (global) world pos, so the question can be answered with yes. may the pssm sun light concept (user light) is not a good idea. i don't know. how can i force the algorithme to cull the light? 2008/9/30 Wojciech Lewandowski [EMAIL PROTECTED] Adrian, Does osgShadow::ShadowMap works in the same case ? I tried to mimic osgShadow::ShadowMap functionality. Both osgShadow::StandardShadowMap osgShadow::ShadowMap try to lcate the light and compute its proper modelview matrix by scanning render stage state attributes. If the light was not culled yet it will be not found. In this case algorithm will stick to some other light (probably the default one). I briefly looked at PSSM user light usage. I noticed that PSSM sort of treats userLight as ABSOLUTE_RF. It simply takes its location and direction as is and assumes that model view matrix is identity. It also does not check if this light was processed by cull traversal, so there is chance we would use one light for shadow casting and other light for lighting computations. Is this the intention ? If yes, we may add similar functionality. Cheers, Wojtek - Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Monday, September 29, 2008 10:32 PM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong. Cheers, Wojtek [Wojciech Lewandowski] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Saturday, September 27, 2008 6:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed-addchild(s) shadowed-addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getLight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s-getLight()) adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Wednesday, September 24, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks
Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Hello Wojtek, Adrian, Lets imagine following case: suppose that such the same light will get used by lighting and shadow computation. It may bring some discrepancies if happens to be preceded by some trransformation. When used with lighting it will be premultiplied by inverse model view but when used by shadowing it will be not premultiplied. So the lighting direction and shadow casting direction may get out of sync. Using this properly would require some knowledge and discipline from user. But it may be still worth adding. I would be grateful If Robert or others could join this discussion and say what they think. Personally, I think the lighting computations for shadowing should be the same as for any other OpenGL application. A light source is positional state, you can't just assume it will always be at the top of your graph with no transforms above it. Even if it might be a valid assumption in one case, it's not in general because as Wojtek says, if you ever have the case where there is a transform above the light source (which is also perfectly valid from an OpenGL standpoint) then the scene lighting and shadows won't match. I think PSSM should be fixed to handle this correctly. At a minimum, any such assumptions should be well documented instead of having to read the code to find out... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Adrian, Does osgShadow::ShadowMap works in the same case ? I tried to mimic osgShadow::ShadowMap functionality. Both osgShadow::StandardShadowMap osgShadow::ShadowMap try to lcate the light and compute its proper modelview matrix by scanning render stage state attributes. If the light was not culled yet it will be not found. In this case algorithm will stick to some other light (probably the default one). I briefly looked at PSSM user light usage. I noticed that PSSM sort of treats userLight as ABSOLUTE_RF. It simply takes its location and direction as is and assumes that model view matrix is identity. It also does not check if this light was processed by cull traversal, so there is chance we would use one light for shadow casting and other light for lighting computations. Is this the intention ? If yes, we may add similar functionality. Cheers, Wojtek - Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Monday, September 29, 2008 10:32 PM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong. Cheers, Wojtek [Wojciech Lewandowski] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Saturday, September 27, 2008 6:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed-addchild(s) shadowed-addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getLight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s-getLight()) adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Wednesday, September 24, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Tuesday, September 23, 2008 10:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Hi Wojtek, i didn't get the time slot to test the lighting and the other maps again. but if we assume, that we will have a sun light, for what pssm is good (or other shadow tech.), we can easy assume that the light doesn't move with a matrix transformation, so we set the sun light at a position and a direction, and this would be the (global) world pos, so the question can be answered with yes. may the pssm sun light concept (user light) is not a good idea. i don't know. how can i force the algorithme to cull the light? 2008/9/30 Wojciech Lewandowski [EMAIL PROTECTED] Adrian, Does osgShadow::ShadowMap works in the same case ? I tried to mimic osgShadow::ShadowMap functionality. Both osgShadow::StandardShadowMap osgShadow::ShadowMap try to lcate the light and compute its proper modelview matrix by scanning render stage state attributes. If the light was not culled yet it will be not found. In this case algorithm will stick to some other light (probably the default one). I briefly looked at PSSM user light usage. I noticed that PSSM sort of treats userLight as ABSOLUTE_RF. It simply takes its location and direction as is and assumes that model view matrix is identity. It also does not check if this light was processed by cull traversal, so there is chance we would use one light for shadow casting and other light for lighting computations. Is this the intention ? If yes, we may add similar functionality. Cheers, Wojtek - Original Message - *From:* Wojciech Lewandowski [EMAIL PROTECTED] *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Sent:* Monday, September 29, 2008 10:32 PM *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong. Cheers, Wojtek [Wojciech Lewandowski] -Original Message- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] Behalf Of *Adrian Egli OpenSceneGraph (3D) *Sent:* Saturday, September 27, 2008 6:52 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed-addchild(s) shadowed-addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getLight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s-getLight()) adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - *From:* Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] *To:* [EMAIL PROTECTED] ; OpenSceneGraph Usersosg-users@lists.openscenegraph.org *Sent:* Wednesday, September 24, 2008 10:17 AM *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] Behalf Of *Adrian Egli OpenSceneGraph (3D) *Sent:* Tuesday, September 23, 2008 10:46 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users
Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong. Cheers, Wojtek [Wojciech Lewandowski] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Saturday, September 27, 2008 6:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed-addchild(s) shadowed-addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getL ight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s-getLight()) adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Wednesday, September 24, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Tuesday, September 23, 2008 10:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)
I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed-addchild(s) shadowed-addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getLight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s-getLight()) adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - *From:* Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] *To:* [EMAIL PROTECTED] ; OpenSceneGraph Usersosg-users@lists.openscenegraph.org *Sent:* Wednesday, September 24, 2008 10:17 AM *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] Behalf Of *Adrian Egli OpenSceneGraph (3D) *Sent:* Tuesday, September 23, 2008 10:46 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)
Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] Behalf Of *Adrian Egli OpenSceneGraph (3D) *Sent:* Tuesday, September 23, 2008 10:46 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)
Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Wednesday, September 24, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Tuesday, September 23, 2008 10:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps ( LispSM)
Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap-setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian 2008/9/23 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap-setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian 2008/9/23 Wojciech Lewandowski [EMAIL PROTECTED] Many Thanks Robert, I've evaluated so far, it has an occasional glitch on the shadow with it disappearing for parts of the scene occasionally, hopefully many eye balls will be able to help resolve this. I saw this issue. I have not checked exactly what will solve it - but expect that it may be related to coarse computation of scene bounds. I would guess that switch from default --DrawBounds to --CullBounds will do this. Other hypothesis is that extending light casting margin around computed scene bounds could help. --minLightMargin 20 option could be used for that. When I have more time I will work on some further additions. I have few ideas in my sleeve: trapezoidal shadow map and lispsm using not predefined formula but implementing numerical solution to shadow texel to pixel equation. Cheers, Wojtek ___ osg-submissions mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)
Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Tuesday, September 23, 2008 10:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap- setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org