Hi all, I was thinking of fixing the "Shadow and Lod" problem: LOD level changes when generating shadow maps from light point of view.
I was thinking two solutions and I'm asking you to point me in the right direction: 1) Disable LODs during shadow maps projection. Means inheriting ShadowViewport to disable the LOD during shadowMaps creation and inheriting DistanceLod to expose disabling functionality. Side Effect: shadow maps are always computed with the highest LOD level. 2) Freezing LOD during shadow maps projection. The idea is to use, during shadow maps creation, the LOD index used from the user point of view, during the previous rendering. ShadowMaps are coherent with the current LOD index used in scene. Side effect: shadows maps need to be computed every frame, as LOD may change; 1 frame delay in shadow maps coherence. What you think about it? Somebody has already thought another solution? Any shared code? Any hint is appreciated, Thank you, Josef ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
