Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong.
Cheers, Wojtek [Wojciech Lewandowski] -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Saturday, September 27, 2008 6:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) I don't have any shadow, my scene look similar to the osgshadow one. but i have a strange behaviour. pseudo code: osg::Group g osg::Lightsource s; shadowed->addchild(s) shadowed->addchild(g) viewer.setData(shadowed) i don't have light on, need state set to switch on light () s->getOrCreateStateSet()->setAttributeAndModes(m_lightSource_Sun->getL ight(),osg::StateAttribute::ON); and pssm does work, but lispsm not (event with setlight(s->getLight()) adrian 2008/9/24 Wojciech Lewandowski <[EMAIL PROTECTED]> Hi, What is wrong ? It does not work ? Method accepts Light ptr. If you have LightNode simply use getLight() to pass right argument. Wojtek ----- Original Message ----- From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Wednesday, September 24, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski <[EMAIL PROTECTED]> Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap & MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Tuesday, September 23, 2008 10:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be used for shadow casting. please have a short look at : _ParallelSplitShadowMap-> setUserLight(m_sun.get()); this method allow to tell the sun light. :-) for example adrian _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- ******************************************** Adrian Egli _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- ******************************************** Adrian Egli
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