Hi,

the "features to port" page mentions <subject> and I'd like to work on
it (this is something new for me, which might explain some of the
following  questions).
- First, is somebody already working on this ?
- I assume the correct way to have shadows in OpenSG 2 is by adding
additional ShadowMapEngines ?
- To get an idea of how things should be done, I looked at
SimpleShadowMapEngine, but I have trouble to understand it. What
algorithm does it implement ? (Williams original approach, or something
more advanced ?)
- It seems to do three passes, with the functions doLightPass,
doAmbientPass, doFinalPass. Can I have a one sentence description of
what these functions do, please? (something like: doLightPass computes
the depth image of the scene as seen from the light source -- it
probably does not since it seems to run last, but this is quite
confusing as doFinalPass seems to run first ?? ). I'll happily turn this
into doxygen comments.
- In OSGRenderTraversalInit.cpp there is disabled initialization code
for ShadowSpotLight, ShadowDirectionalLight. Are these just convenience
wrappers for a light with a ShadowMapEngine, or is there more to them ?


        Thanks,
                Carsten

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