Hi Andreas,

may I ask how you achieved the softness of the shadow? 
We currently use shaders which look up the shadow map
with a convolution filter. Also the independency of
adopted shaders is a very nice feature, but again, how
do you do that? Is it a multipass thing? OK, I can
look at the code... But maybe you've got some pointer
to papers describing what you are doing ;)

Thank you and regards,


  Toni

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:opensg-users-
> [EMAIL PROTECTED] On Behalf Of Andreas Zieringer
> Sent: Monday, July 24, 2006 12:02 PM
> To: [email protected]
> Subject: Re: [Opensg-users] shadowmapviewport & stereo
> 
> Hi Antonio,
> 
> the new ShadowViewport supports many different shadow techniques like
> soft, perspective and many more. It is faster and handles more than one
> light sournce in a pass. One really nice feature is you don't have to
> tweak your own shader code anymore to get the shadows. There is no
> active stereo support right now but I will try to add this on friday.
> 
> Andreas
> 
> >
> > Hi,
> >
> > we currently use the ShadowMapViewport for shadow calculus. The well
> known
> > limitation is that it does not work well in stereo. As I saw that you
> are
> > working a lot in Experimental/ShadowViewport (or similar, don't remember
> the
> > exact path), can you tell me about the differences compared to the
> standard
> > ShadowMapViewport? What are the advantages? And does it work with active
> stereo
> > (quadbuffered..)?
> >
> > Regards,
> >
> >   Toni
> >
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