Thank You,

Seems that studying 
OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY may be 
appropriate for my task. Thats a huge piece of code. Thanks again.

Wojtek

----- Original Message ----- 
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Tuesday, December 04, 2007 12:40 PM
Subject: Re: [osg-users] Computing BoundingBox from RenderBin ?


> 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
>>
>>
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> 


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