Hi Brad,

The shadow map approaches are probably the ones with most promise long
term.  None yet support view dependent computation of the shadow map,
which is what will be needed for a sim which covers a large area.

The work on osgSim::OverlayNode for view dependent overlays should be
reusable given a refactor of the code so that the computation of the
dimensions of overlay are moved from src/osgSim/OvelayNode.cpp into
CullVisitor so they can be accessed elsewhere such as from the
ShadowMap implementations.

Robert.

On 8/14/07, Christiansen, Brad <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I am looking at applying shadows to some terrain and was wondering if
> any of the current OSG implementations can handle this. My main concern
> is that in the case of terrain the terrain is both the caster and the
> reciever of the showdow. Any thoughts on if / how this can be done would
> be appreciated.
>
> Cheers,
>
> Brad
>
>
>
> DISCLAIMER:---------------------------------------------------------------------------
> This Email may contain confidential and/or privileged information and is 
> intended
> solely for the addressee(s) named. If you have received this information in 
> error, or
> are advised that you have been posted this Email by accident, please notify 
> the
> sender by return Email, do not redistribute it, delete the Email and keep no 
> copies.
> --------------------------------------------------------------------------------------
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to