Hi Wjciech,

I have done something very similiar to Trapezoidal/Perspective shadow
maps in the osgSim::OverlayNode, have a look at its implementation.

Robert.

On Dec 4, 2007 11:22 AM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote:
>
>
> Hi Everyone,
>
> I am trying to implement Shadow Mapping algorithm somewhat similar to
> Trapezoidal/Perspective shadow maps. During this work I learned that one of
> most effective optimizations is proper calculation of minimal shadowed world
> area and appropriate construction of minimal shadow map.
>
> I came up with idea that computing bounding box from drawables stored in
> main camera render bin (after main cam traversal) could be useful for this
> purpose. Finding union of this bounding box with camera frustum would
> produce even better conditioned volume.
>
> Can someone provide me some hints/advice on:
>
> How to optimally scan drawable bounding boxes stored in render bin ? Would
> this require writing special CullVisitor or can be done by a callback ? Any
> examples ?
>
>
> Thanks in advance,
> Wojtek Lewandowski
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