Hello Carsten,

thanks for that patch, looks good to me.

> What shadow mode are you using? What artefacts are you getting?

This issue seems to be not directly related to a special shadow mode. I've 
tried all available and the result looks more or less equal.
To show the problems I've uploaded two example screenshots of my current test 
environment, which consists of the following items:

- Large sky sphere around everything (blue)
- A test buggy geometry at (0,0,0)
- A ground plane (green)
- A grid slightly above the ground plane (yellow)
- A light source for shadows located at (-1000, -1000, -1000) -> somewhere left 
below the visible scene

The nodes for sky sphere and grid were added to the excludeNodes list of the 
Shadowviewport. But somehow the grid seems to throw a shadow on the ground 
plane and the sky seems to have some shadow of the ground. 

The exclude node technique should work recursively also, right? So if I add a 
single node to that list, the whole sub tree should have been excluded from 
shadowing. Correct?

http://imageshack.us/photo/my-images/51/shadow1k.jpg/
http://imageshack.us/photo/my-images/207/shadow2x.jpg/

Hope that helps,
Michael


-------- Original-Nachricht --------
> Datum: Mon, 12 Dec 2011 17:52:10 -0600
> Von: Carsten Neumann <carsten_neum...@gmx.net>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] OpenSG1.8 - Shadows

>       Hello Michael,
> 
> On 12/12/2011 09:59 AM, Michael Raab wrote:
> > currently I'm playing around with shadows in OpenSG. At the moment I
> have 2 questions:
> >
> > 1.) We're using a sky sphere to simulate environment information. That
> sky shouldn't neither produce nor receive any shadow when being rendered
> using a ShadowViewport. The questions is, how can I completely exclude a
> node/sub tree from the shadow calculations. At the moment I push the root node
> of the environment into the excludenodes list of the shadowviewport. The
> result looks better than without doing this, but the shading of sky sphere has
> changed (received some dark artefacts) a litte bit...
> 
> exclude nodes are meant to exclude objects from casting or receiving 
> shadows. What shadow mode are you using? What artefacts are you getting?
> Alternatively, you could use a regular viewport to render the non-shadow 
> part first, then the shadow viewport with a PassiveBackground on top of 
> that.
> 
> > 2.) Looking at the code for excluding nodes from shadow calculations,
> this seems to be achieved by temporarily setting these nodes inactive. After
> the calculation all exclude node are set to active, independent of their
> activation state before shadow calc. I would propose saving the node
> activation state before disabling and restoring the saved state afterwards.
> 
> not quite, the previous state of the exclude nodes is stored, but it 
> would be better to store the complete trav mask. Attached patch fixes 
> that, committed.
> 
>       Cheers,
>               Carsten

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