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 >> >> > _______________________________________________ > 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

