Hello Christoph, On 08/28/2012 08:33 AM, "Christoph Fünfzig" wrote: > I am using a ShadowStage node for shadow rendering. > How do I incorporate shadowing effects into my own > vertex/fragment shader material?
the ShadowStage runs a pass that combines all shadow maps from lights into a full screen texture that is then combined with the rendered scene to darken areas that are in shadow - so the you won't get coloured shadows with it. That means your materials don't have to know about shadow maps, they just compute lighting without testing for visibility. > Scenegraph structure is > root > * * * > * * * > terrain world body > > where I would like to see shadows from "body" on "terrain" and "world". ShadowStage has mfExcludeNodes to exclude nodes from (IIRC) casting shadows [1]. Cheers, Carsten [1] it's possible that mfExcludeNodes excludes shadow casters and receivers. I think it would be a good addition to separate it into two fields then. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users