Re: [osg-users] Shadow culling for big geometries

2013-09-10 Thread Robert Osfield
Hi Daniel, On 10 September 2013 09:06, Daniel Schmid wrote: > I checked my viewers camera. I set it on DO_NOT_COMPUTE_NEAR_FAR > explicitely. > I noticed that the shadow camera uses > COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES ... > There are several cameras in action - the main viewer camera and

Re: [osg-users] Shadow culling for big geometries

2013-09-10 Thread Daniel Schmid
Hi Robert I checked my viewers camera. I set it on DO_NOT_COMPUTE_NEAR_FAR explicitely. I noticed that the shadow camera uses COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES ... But there is one thing I don't understand. I set the nodemask on this particular geometry to NOT shadow cast. Why is it stil

Re: [osg-users] Shadow culling for big geometries

2013-09-10 Thread Robert Osfield
Hi Daniel, The VDSM technique by default computes the optimum dimensions of the shadow map by clipping the geometries that intersect the view frustum against the view frustum to enable the near plane to be pushed as far into the scene as possible. If you are using a a single osg::Geometry contain

[osg-users] Shadow culling for big geometries

2013-09-10 Thread Daniel Schmid
Hi all I use VDSM of osg 3.2.0. In my current project (terrain rendering for driving simulation), I want to render the surface of a big lake. Until now it was composed of a bunch of polygons (~40), that described its surface as a flat plane withoug any animation, just showing a simple texture.