will send proper submission.
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, February 26, 2008 9:28 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
Hello everyone,
I have following problem: Shadow Mapping - so called duelling frusta case ie
light direction opposite to view direction. Objects drawn into Shadow Map also
contain LOD nodes. When rendering shadow map LODs are drawn based on distance
computed from shadow camera. But this is
Hi Wojtek,
When rendering shadow map LODs
are drawn based on distance computed from shadow camera. But this is
plain wrong: LODs should be always selected based on distance from main
camera.
Oh, nice problem there... It's probably just an oversight, and the fact
that osgShadow tries to
When rendering shadow map LODs
are drawn based on distance computed from shadow camera.
But this is
plain wrong: LODs should be always selected based on distance from
main camera.
Ideally, you would want the shadow caster's LOD to be selected based on the
distance between the eyepoint and
PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, February 26, 2008 3:29 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Wojtek,
When rendering shadow map LODs
are drawn based on distance computed from shadow camera
Hi Paul,
Ideally, you would want the shadow caster's LOD to be selected based on
the
distance between the eyepoint and the shadow receiver, wouldn't you?
Actually I would like it to be based on the distance from eyepoint to Shadow
Caster (measured in main camera view space). If its based on
:)
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 09:54AM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Paul,
Ideally, you
Ideally, you would want the shadow caster's LOD to be
selected based
on the distance between the eyepoint and the shadow
receiver, wouldn't
you?
Actually I would like it to be based on the distance from
eyepoint to Shadow Caster (measured in main camera view
space). If its based
Hi Brian,
It looks like you'll need to create a custom cull visitor that stores the
desired eye point and overrides the CullVisitor::getViewPoint method to
return the stored eye point instead of the CullStack view point.
Thats sounds like it something I might be able to do ;-). Do you know if
: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 12:15PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Brian,
It looks like you'll need to create a custom
: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 12:15PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Brian,
It looks like you'll need to create a custom cull
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 12:15PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Brian
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