1. Can parallel split shadow map handle an omnidirectional light in the center 
of a scene? (Such as the sun in the solar system?)

Taking the osgShadow example, if I move the positional light setting from far 
away to within the scene the shadows are not located where one would expect 
given the light source. They still appear as though the light was directly 
above.

(i.e change the line in osgshadow.cpp from:

lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius()*2.0f  
,1.0f);

to:

lightpos.set(bb.center().x(), bb.center().y() + 3, 2.5 ,1.0f);

and run: 

osgshadowd.exe --pssm --SingleThreaded --screen 0 --no-base-texture 
--positionalLight --noUpdate -3

at the command line.)


2. How does pssm chose the light to generate shadows from with multiple light 
sources? The algorithm in ParallelSplitShadowMap::cull appears to chose the 
last light in orig_rs->getPositionalStateContainer()->getAttrMatrixList();. I 
am not familiar with this container, what is it supposed to contain? What does 
chosing the last light in the container mean as a default? 

3. Are there plans to add a setLight functionality? 

Thank you,
Virginia
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