Hi Rui, I wanted to get your thoughts on something from this patch. I have been trying it out with a relatively small patch of buildings as shadow casters on a huge earth model (custom, not osg DatabasePager based).
I am using vdsm with the PARALLEL_SPLIT option. The problem I have is that the Z split is still calculated based on the bounding sphere for the whole shadowed scene, not just the bounds for the shadow casters. So I usually end up with the split in a very non-optimal place; usually all the shadows end up in one split or the other. I think I'll try writing a custom ComputeShadowSplitCallback to see if I can fix the problem that way -- however I think it will be more computationally efficient to just calculate the light-space bounds before splitting, and base the splits off those. From there just pass the calculated near/far into computeShadowCameraSettings instead of redoing it there. Not expecting you to go change the code for me -- just want to know if you think this is a sane approach. If I can get something working I'll see about submitting it. Thanks, Nathan ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55191#55191 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
