On Mon, Jun 30, 2008 at 9:49 PM, Carsten Neumann <[EMAIL PROTECTED]> wrote: > Hello Josef, > > Josef Grunig wrote: >> I was thinking of fixing the "Shadow and Lod" problem: LOD level >> changes when generating shadow maps from light point of view. > > I've talked with Dirk about this and his explanation of the current > behavior seemed quite convincing to me ;) > Given that the LOD models and ranges are set up correctly the one that > is fastest to render without sacrificing visual quality is chosen. This > suggests that the distance between the light source and the LOD's center > should decide which resolution is used for the shadow map. > For your situation this does not seem to be the correct behavior, could > you perhaps explain a bit more what is going wrong in your case ?
Sorry for late reply, I have been very busy those days. Well the problem is that the LOD chosen for the shadow map computation should be the same LOD model chosen from user camera point of view... This is usually not what happens: think of a distant light and a camera near the LODded model. What I see is a shadow of a box (lowest level seen from the light source) and a detailed model (highest LOD level seen from camera)... Looking at the code I found that light can have a beacon, which is used in LOD distance computation. Using a directional light and moving only positions should fix my problem. I've to try this out... I'll let you know something when I get this working ( hope to find time to dig into this...) , Best Regards, Josef Grunig ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
