Hello,

I'm having a problem somewhat related to node masks and shadows.

I'm using the ShadowTexture technique on a Software project I'm working on,
and I've set the CastsShadowTraversalMask to 0x1, the
ReceivesShadowTraversalMask to 0x2, and have set the node masks for my nodes
to be 0x3 (0x1|0x2), meaning they cast and receive shadows at the same time,
however when I run the application, shadow casting nodes never get other
nodes' shadows casted upon.

If I just set the node mask to be 0x2 (the receive mask), they receive
shadows just fine, but when I set that to be 0x3, they stop receiving them.

Am I doing something wrong?

I'm under Linux with an nVIDIA graphics card.

Thanks in advance,
Alejandro.-


> On Thu, May 15, 2008 at 5:29 AM, Wojciech Lewandowski <
> [EMAIL PROTECTED]> wrote:
>
>> Hi Ben,
>>
>>  I fear that also means, in the second question below, that the
>>> CastsShadow bit _does_ need to be set for every parent along the nodepath.
>>>  Otherwise, a "visitor" recursive descent of the scene graph will quit as
>>> soon as it encounters any node, like a Group or LOD, that does not have the
>>> CastsShadow bit set.  Can anyone who understands osgShadow's NodeVisitors
>>> comment?
>>>
>>> If it's true, then that's a very big consideration in how scene graphs
>>> must be constructed to use osgShadow, and i can document it.
>>>
>>
>> Yes its true, but defaults for Node mask are 0xffffffff  and NodeVisitor
>> mask is also 0xffffffff. If one changes masks, he does it with  deliberate
>> intention to limit traversals to some portions of the scene.
>>
>> For most typical scenario where all parts of the graph cast shadow and can
>> receive shadow, Cast and /Receive masks should be left at default 0xffffffff
>> setting. Scenarios where some portion of the scene graph does not cast or
>> receive shadows are unusual and indeed may require careful selection of node
>> masks .
>>
>> If one does not want some portion of the scene to cast or receive shadows
>> he may also choose to not attach them to ShadowedScene node. ShadowedScene
>> does not have to be root node so its possible to create graph hierarchy
>> where all non shadowing / non shadowed objects are put under one branch  and
>> those using and casting shadows are put under ShadowedScene in other branch
>> of the scene graph.
>>
>> Wojtek
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> [EMAIL PROTECTED]
> http://varrojo.linuxuruguay.org




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