Hello Keyan,

On 09/08/2011 08:37 AM, Keyan wrote:
> i am using the following code to produce shadows with a directional light:
>
>    const OSG::UInt32 SM_RESOLUTION = 1024;
>
>    _n_shadowEngine = OSG::SimpleShadowMapEngine::create();
>    _n_shadowEngine->setWidth (SM_RESOLUTION);
>    _n_shadowEngine->setHeight(SM_RESOLUTION);
>    _n_shadowEngine->setShadowColor(OSG::Color4f(0.1f, 0.1f, 0.1f, 0.0f));
>
>    DirectionalLightRefPtr lightSource   = OSG::DirectionalLight::create();
>    lightSource->setAmbient(0.3f,0.3f,0.3f,1);
>    lightSource->setDiffuse(0.8f,0.8f,0.8f,1);
>    lightSource->setSpecular(0.0f,0.0f,0.0f,1);
>    lightSource->setDirection(Vec3f(1,0,-1));
>    lightSource->setLightEngine(_n_shadowEngine);
>
>    _n_lightSource = OSG::Node::create();
>    _n_lightSource->setCore(lightSource);
>
> and the result is seen here:
>
> http://www.picpaste.com/screenshot-X67WxXO0.png

how big is the ground plane? For a directional light the projection for 
rendering the shadow map is chosen so that it contains the bounding 
sphere of the scene. If the ground plane is huge your geometry in the 
foreground may only cover a few pixels in the shadow map, at least that 
would be my guess what happens looking at the image.

        Cheers,
                Carsten

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