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

