Hello Carsten,

would it be in general (and in the current implementation) possible to exclude 
nodes from receiving shadows? I was thinking about holding two separate lists 
for each ShadowViewport:
- list of nodes to be excluded from casting
- list of nodes to be excluded from receiving
What do you think?

Thanks,
Michael

-------- Original-Nachricht --------
> Datum: Tue, 13 Dec 2011 17:54:45 -0600
> Von: Carsten Neumann <carsten_neum...@gmx.net>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] OpenSG1.8 - Shadows

>       Hello Michael,
> 
> On 12/13/2011 05:27 AM, Michael Raab wrote:
> >> 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:
> 
> thanks for the images.
> I've made a mistake in my previous message, I thought that the exclude 
> nodes exclude shadow casting and receiving, but after looking at the 
> code a bit they are only excluded from casting shadows, sorry about the 
> wrong info earlier.
> Also, some shadow modes (PCSS, Variance) do not support point lights and 
> it looks as if your light source is a point light.
> Adjusting the polygon offset/bias may also be necessary to avoid self 
> shadowing depending on the size of your scene and the near/far settings 
> used.
> 
> > - 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?
> 
> yes, it simply sets the trav mask of the exclude nodes to 0 so the 
> renderer stops there.
> 
> Hmm, I'm not sure what is causing the artefact on the sky dome, but 
> given that your light source seems to be below the terrain, it could 
> well be the shadow the terrain casts onto the sky dome - although only 
> the top part of the cube seems to cast a proper shadow.
> Do you have access yo an OpenGL debugger that allows you to take a look 
> at the FBO attachments to see if the shadow map looks reasonable?
> 
>       Cheers,
>               Carsten
> 
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