Hi Carsten,

On 18.09.2012 22:52, Carsten Neumann wrote:
>       Hello Christoph,
>
> On 09/17/2012 05:08 AM, "Christoph Fünfzig" wrote:
>> What does not work for me with PCF2ShadowMapHandler is
>>    svp->setAutoSearchForLights        (true);
>>
>> Listing them explicitly does
>>    // add light sources explicitly
>>    for (unsigned i=0; i<lights.size(); ++i) {
>>        svp->editMFLightNodes()->push_back(lights[i]);
>>    }
>
> hmm, that is a curious since searching for lights is handled by the 
> ShadowStage, not the handlers for the different shadow modes.
>

Ok, I see. My application uses several threads to render the same scene,
so using several aspects.
Can there be a subtle difference in method "::changed" though?

>> The test program "testShadowST.cpp" also lists the light sources explicitly!
>
> if I comment the lines that add the lights and uncomment the 
> svn->setAutoSearchForLights(true) one, the example still works for me.
>

For me too, but it is using just one aspect.

>> Is there a reason for this special behavior? Perhaps 
>> "setAutoSearchForLights" should be deprecated?
>
> well, I'd prefer it to work, even though it's off by default.
>
>> How about making the handling of material chunks over all shadow modes the 
>> same?
>
> yes, probably a good idea, i guess patches welcome ;)
> It may also be a good idea to first check if the settings used for PCF2 
> are enough/correct to signal the driver "depth only mode" which is 
> supposed to be twice as fast as regular rendering.

Yes, sounds like a candidate for an additional switch.
Another idea would be rendering a shadow casting static geometry (which could 
be rendered without shaders).

Cheers,
Christoph

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