Thanks for the explanation David.  Changes now merged and submitted to
svn/trunk.

On Tue, Nov 9, 2010 at 6:16 PM, David Callu <[email protected]> wrote:
> Hi Robert,
>
>
>
> 2010/11/9 Robert Osfield <[email protected]>
>>
>> Hi David,
>>
>> I'm just testing your changes and can't comment too much on the
>> specifics of the algorithm/maths as I'm not the author of this shadow
>> technique, so I mainly have to go on what the end results look like,
>> and whether the code looks sensible.
>>
>> In testing I used your "osgshadow --noUpdate --pssm --maxFarDist 500
>> --minNearSplit 500 --mapcount 6 --debug-color  model_test.3ds"
>> command line, and also tested it without the --maxFarDist etc. options
>> so used:
>>
>> osgshadow --noUpdate --pssm --debug-color  model_test.3ds
>>
>
>
>
> With this command line, ( without --minNearSplit 500), shadow camera is too
> near
> of the split when shadowMap is created, and some part of the model which
> cast shadow is clipped.
>
> As you can see in your screenshoot, error in red split is bigger than one in
> green split,
> because red split volume is smallest of the green one, and the wall which
> cast shadow is more clipped by red split
> that by green split when shadowMap is created.
> if you move the camera near the wall on right, error become smallest,
> if you move the camera far the wall on right, error become biggest,
>
> You can see minNearSplit option as :
> What is the minimal distance between split and an element in the scene for
> this element can cast a shadow in split ?
> default is 5.0.
>
> User must adapte this value to the scene.
>
>
>> When I did this and then zoomed in close to the object I got an error
>> in the shadow region, with part of the shadow being clipped out.  I've
>> attached the a pick of the problem.
>>
>>
>> Do you see a similar problem?  Any ideas?
>>
>> Robert.
>>
>
> HTH
> David
>>
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