Hello Josef,
Josef Grunig wrote:
> Hi all,
>
> I was thinking of fixing the "Shadow and Lod" problem: LOD level
> changes when generating shadow maps from light point of view.
nice, thank you for looking into this.
> 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,
would adding a beacon field to the DistanceLOD solve the problem? If it
is unset it could still default to use the camera beacon from the
traversal, but if set it takes priority to be used in the distance
computation. That way one could ensure that the decision of which LOD
level to use is independent of whether a shadow map or the regular scene
is rendered.
regards,
Carsten
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