Hi Michael,
may you need just to change to the parallel split shadow map. osgshadow
--pssm ...
/adegli
2007/11/1, Guerrero, Michael (CIV) <[EMAIL PROTECTED]>:
>
> Hi, I'm a developer with Delta3D which uses OSG and I've recently
> converted a scene to use shadowmaps. I've managed to get decent
Hi Michael,
Right now there is no implementation that uses multiple simple shadow
maps in osg.
There is ParalelSplitShadowMap, that uses multiple maps but the split is
based on the view frustum, not individual characters. Try and see if it
gives you nice results, it's meant for use large terrains
Hi, I'm a developer with Delta3D which uses OSG and I've recently
converted a scene to use shadowmaps. I've managed to get decent results
on the level using a 2048x2048 shadow map but any smaller object within
the level such as a character produces shadows of unacceptable quality.
Please see the f
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