Hello. I have some questions based on osgSHadow::ShadowMap
1) I try to use the makeDebugHUD from ShadowMap class with hudCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), but it doesnt work because in a scene with a movable cessna and a non-movable truck, the truck's shadow is moving. Which means the bounding box is being changed as the cessna is flying around. how can i fix that? 2) There is also a flickering effect that osgShadow::ShadowMap creates. Is ShadowMap well implemented or is it just a example to show how to use the ShadowScene ? The flickering effect can be noticed in osgShadow example. 3) I want to use ShadowMapping in a multi pass render technique and i need to use the depth map of ShadowMap's camera in the first pass. In each pass i use a different RTT Camera with a model as a child. How should the scene graph be organized ? At the moment i use the following graph MyEffect Model with each rtt camera being: Camera Model Is it correct to make it like the following ? MyEffect ShadowScene Model with each rtt camera being: Camera ShadowScene Model As alternative for the third question, i am thinking of instead of using ShadowScene, to place a camera "watching" the model from different position (light's position). The very first pass will be to obtain the depth map from that camera and the second pass to implement my own shadow algorithm. Then, the already existed passes will follow. Is this approach correct ? Thank you for your time and sorry for the long post. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org