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 > _______________________________________________ > 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

