Hi, I have a small problem.
Imagine the following scene: The viewer/cam can see two objects. One is very near and the other is very far away from the viewpoint. Both will be textured using the same projection source. The object that is very far away from the viewer is very near to the projection source and will therefor be textured very good. The other object which is very near to the viewer is very far away from the projection source and will therefor be textured not very well. I thought i could solve this issue by splitting the projection into chunks. Instead of using one huge projection and projection texture i would use a number of textures and projection sources. For example if the full projection source would cover a viewangle of about 90°x90° it could be split into four seamlessly attached segments with each about 22,5°x22,5°. Each segment/projection source could now use a projective texture which could be adapted to the distance of the objects that the chunk would cover. I thought i could also use midmap textures for each chunk to determine the level of datail of the texture that should be used for the projection. Any maybe i could use a depth map to determine the distance of the objects. I would do this before i apply the projective texture to determine the level of detail that i would use for each chunk. These images should illustrate the process. Here you can see two light sources instead of one large that casts a shadow map shadow. [Image: http://www.jotschi.de/wp-content/uploads/2009/09/512_1024_split_shadowmap.png ] This is the scene: [Image: http://www.jotschi.de/wp-content/uploads/2009/09/shadow_scene.png ] Do you think this i a good approach? I know this is not directly a osg related problem but perhaps you could give me some feedback about this approach. Thank you! Cheers, Johannes ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17077#17077 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org