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
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:
>
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
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
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
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