It looks like you'll need to create a custom cull visitor that stores the
desired eye point and overrides the CullVisitor::getViewPoint method to
return the stored eye point instead of the CullStack view point.

I've never used (or even looked at osg::ShadowMaps) so I could be
completely wrong :)

Brian

[EMAIL PROTECTED] wrote: -----


To: "OpenSceneGraph Users" <[email protected]>
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 09:54AM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation

Hi Paul,

> Ideally, you would want the shadow caster's LOD to be selected based on
> the
> distance between the eyepoint and the shadow receiver, wouldn't you?

Actually I would like it to be based on the distance from eyepoint to
Shadow
Caster (measured in main camera view space). If its based on / or adjusted
to distance from Shadow Receiver we may end up with one LOD used on main
camera screen and other LOD used in shadow map texture. Ie shape of shadow
would be different than object on the screen casting the shadow.

Cheers,
Wojtek

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