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 -- [EMAIL PROTECTED] http://varrojo.linuxuruguay.org
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org