Hi, I wonder if anyone here would be able to share some OSG based sample code demonstrating shadow cube maps for point light sources.
While the osgShadow::ShadowMap class will currently detect point lights and use a perspective frustum for rendering the shadow map, I believe this does not currently cast shadows in all directions Rendering into all 6 faces of a cube map seems quite costly, so I wonder if there are more efficient ways to do shadow casting in all directions, say... rendering into two halves of a spherical map for example. Or going completely crazy... a tetrahedral shadow map requiring 4 projections instead of 6 for a cube map, Christian
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