Re: [osg-users] Shadow frustum culling

2018-10-30 Thread Trajce Nikolov NICK
Hi Gedalia, is this implementation of the cascaded shadows map something public or you can share , or it is proprietary On Tue, Oct 30, 2018 at 4:47 AM Gedalia Pasternak wrote: > Thanks Terry, yes that’s my exact problem, I have a cascaded shadow map > system for a directional light, where

Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Gedalia Pasternak
Thanks Terry, yes that’s my exact problem, I have a cascaded shadow map system for a directional light, where objects just outside the shadow map frustra don’t alway cast into the shadow map. I’ll take a look at the view class. Gedalia On Mon, Oct 29, 2018 at 5:06 PM Terry Welsh wrote: >

Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Terry Welsh
Gedalia, If I understand the original question correctly, you're not seeing shadows that are cast by off-screen objects. I had that exact problem back around 2006 and Robert solved it with the introduction of the View class. Sorry, I don't remember the details beyond that and can't find our old

Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Robert Osfield
Hi Gadalia, The OSG doesn't culling per Camera with each camera's own view frustum used for culling, this means the shadow camera should only cull things that are in it's frustum. If it's culling objects that you think should be in the frustum then perhaps it's just set up with the wrong

[osg-users] Shadow frustum culling

2018-10-29 Thread Gedalia Pasternak
Hi List, I've noticed that when using a camera for shadow casting it can often cull out objects that are just outside of the frustum but cast shadows into the scene. Is there any way to decouple the camera frustum culling calculation from the rendering one, even just increasing the culling frustum