Partially answering my own question here -- looks like I had my coordinate spaces mixed up (splitting is done in view space not light space), so it's not going to be as simple of a change as I thought... Will post after I dig more.
-Nathan nbmont wrote: > 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=55193#55193 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
