Hi Josef,

Hi,

I successfully used ShadowMapViewport to cast shadows, but I have two questions:

I've noticed that texture unit 3 is used to access shadow texture. Is
it possible to change the texture unit number?

not yet but I could add it. The whole ShadowMapViewport is a hack. To do this right we would have to rewrite the whole RenderAction and more. But in OpenSG 2.0 there is a completly rewritten RenderAction with shadow mapping support. Well 2.0 is not ready yet :-(

When using shadows combined with my shaders, it runs extremely slow,
even if I use simple geometries like spheres. Is it possible that
during the first pass of rendering (where depth map from the light
point of view is calculated) the shaders are rendered too, even if not
they are not needed? Is there a way to disable them, only in the first
pass?

Yes that's a known bug. A quite simple solution would be to replace the core of the root node with a MaterialGroup (this will overwrite all other materials) while rendering the depth map.

Andreas

Best regards,

--
Josef Grunig
www.blending-life.org


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