Hi Michael, Right now there is no implementation that uses multiple simple shadow maps in osg. There is ParalelSplitShadowMap, that uses multiple maps but the split is based on the view frustum, not individual characters. Try and see if it gives you nice results, it's meant for use large terrains with better quality closer to the camera eye.
The modifications to ShadowMap would not be extensive, but there would be a need for a vector of ShadowMap cameras, textures and texgens with the relevant frustum updates. I would suggest either using node masks to handle which objects cast shadows, or maybe spotlights with the target centered on characters, on a relative position to the main transform of the object, so they follow along. You are welcome to pitch-in and adapt ShadowMap to this use. Cheers Mihai Guerrero, Michael (CIV) wrote: > > Hi, I’m a developer with Delta3D which uses OSG and I’ve recently > converted a scene to use shadowmaps. I’ve managed to get decent > results on the level using a 2048x2048 shadow map but any smaller > object within the level such as a character produces shadows of > unacceptable quality. Please see the following images: > > > > Image of the entire scene: > http://img504.imageshack.us/my.php?image=fullscenesp7.jpg > > > > Character1: http://img64.imageshack.us/my.php?image=soldier1nj1.jpg > > Character2: http://img64.imageshack.us/my.php?image=soldier2ra7.jpg > > Character3: http://img229.imageshack.us/my.php?image=soldier3oo3.jpg > > > > My question: is there a way to use multiple shadow maps in a scene? > Maybe one for each character? > > > > Thanks, > > Michael Guerrero > > ------------------------------------------------------------------------ > > _______________________________________________ > 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

