Hi Robert,
Sorry for the missing information. I use SoftShadow technique, but
tested with other techniques and they always produce the same effect.
And indeed I have a second light which is linked to the camera (moves
with the camera). I totaly forgot this light and I think it does not
work
Hi Pierre,
I think there is probably a couple of issues.
You don't say which osgShadow::ShadowTechnique you use, it may well be
you've picked a very simple one that isn't capable of handling this type of
geometry combination.
Second, shadows on back faces should be the same colour as the back
Hi Sebastian and Christian,
Thanks for your answers.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you
should have some "inner" sides to
Oh oops, I am sorry I misunderstood your question. I was talking about
reverse projection where the shadow is also received
inside a the frustum at the opposite side of e.g. a point light source. So
my solution would not apply to your problem. Apologies.
Christian
2016-04-28 13:57 GMT+02:00
if the w coordinate of your projected shadow texture coordinate is < 0, you
should
reject the shadow. This is quite easy to do in GLSL.
The same technique can be used both for projective texture mapping and for
shadow
mapping.
Christian
2016-04-28 11:40 GMT+02:00 Pierre-Jean Petitprez <
Hi dear OSG users,
I'm wondering how to correctly use osgShadow. As you can see on the file
I have attached, the shadow map is projected on the receiving object
also on a face which should normaly not receive the shadow from the
sphere (on my example the light is at the top right corner). It
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