[osg-users] Artefact and jitter effects using osgShadows

2014-04-10 Thread Yann Takvorian
Hi, I have tried to use osgShadow on a terrain database to make it more reallistic but could not get what I want. I started with the osgShadow sample (v3.1.5) and noticed on the island demo (-4) that the shadows where jittering when the light was moving. Then, I replaced the island with an OSG

Re: [osg-users] Artefact and jitter effects using osgShadows

2014-04-10 Thread Trajce Nikolov NICK
Hi Yann, from my experience with different shadow maps techniques the best results I am getting with open terrain and models is with LightSpacePerspectiveShadowMapDB. To answer your question: probably you have found the masks for shadow casting and recieval with setReceivesShadowTraversalMask and

Re: [osg-users] Artefact and jitter effects using osgShadows

2014-04-10 Thread Trajce Nikolov NICK
wops, your truck has to be set to truck->setNodeMask( CastsShadowTraversalMask ) only .. was a typo Nick On Thu, Apr 10, 2014 at 7:46 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Yann, > > from my experience with different shadow maps techniques the best results > I am

Re: [osg-users] Artefact and jitter effects using osgShadows

2014-05-11 Thread Yann Takvorian
Hi Nick, Thanks for your reply. Unfortunately, with the LightSpacePerspectiveShadowMapDB, it is even worse. I have set the TraversalMask and the only combinaison that works is: terrain->setNodeMask(ReceivesShadowTraversalMask); truck->setNodeMask(CastsShadowTraversalMask); When I do: terrain->se

Re: [osg-users] Artefact and jitter effects using osgShadows

2014-05-11 Thread Trajce Nikolov NICK
Hi, it has somethink like setTextureSize(). You can try large texture like 8192x8192 Nick On Sun, May 11, 2014 at 1:22 PM, Yann Takvorian wrote: > Hi Nick, > > Thanks for your reply. > Unfortunately, with the LightSpacePerspectiveShadowMapDB, it is even > worse. I have set the TraversalMask an