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

Reply via email to