Hi everybody. For a current project I need the ShadowMapViewport. Although it works and looks (mostly) well, I encounter some problems:
* Ideally, I need a DirectionalLight with (0 -1 0) Direction. However, I have Objects in my Scene, that have vertical polygons in the same direction. As the ShadowMap is projected on them, the look quite ugly (stripes!). Is there a way to let Geometry cast shadows but don't receive them? (ExcludeNodes avoids only casting shadows as far as I can see). This should be quite simple, as the shadowmap simply isn't applied to the material of the corresponding nodes, but I haven't found the code where this happens. Could someone give me a hint? * My scene dimensions are very large, but I need Shadows only on a small part. With a directional light, the shadows look terrible, as I can see large pixels of the map. Is there another way to solve this than using local lights (which would be quite complicated to implement in my system). I'm currently thinking about adding some new parameters to the ShadowViewport, so that it is possible to use user defined scene boundaries instead of those supplied by the bounding box of the scene. Is there a simpler way? Thanks and regards, Dominik ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
