thanks for the fix

regards
adrian

2010/10/24 David Callu <[email protected]>:
> Hi Robert,
>
> Here a fix for pssm.
>
> Problem 1 :
> With GLSL, multi pass to apply each shadow map is not required.
>
>
> Problem 2 :
> GLSL code use "shadow2DProj" build-in function to look up in shadow texture.
> Projection is orthogonal so "shadow2D" build-in function is sufficient.
>
> Problem 3:
> Bad calcul in
> osgShadow::ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(..)
> provide some visual error in specific configuration.
>
>
> to reproduce pssm_bug.jpg, you need to add a light direction in
> osgshadow.cpp example (done in joint osgshadow.cpp file)
> then "osgshadow --noUpdate --pssm --maxFarDist 500 --minNearSplit 500
> --mapcount 6 --debug-colorĀ  model_test.3ds"
>
>
> As you can see in pssm_bug.jpg and pssm_fix.jpg, performance is really
> better when Problem 1 is fixed.
>
>
> Cheers
> David Callu
>
>
>
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>
>



-- 
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Adrian Egli
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