Hi there I ran into a problem with shadowmaps. Since shadowmaps are usually rendered in cull pass, the do not take into accound any geometry shader other other geometry optimization like merging tons of billboards (ex. trees) into one huge display list. This brought me to the point where I have to think about some ways of calculating shadows directly on the GPU, because there we have all the final geometry. Does anybody have experience or implemented hardward based shadows with GL_SGIX_shadow with OSG ?
Regards Daniel
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