Hi Wojtek, i didn't get the time slot to test the lighting and the other maps again. but if we assume, that we will have a sun light, for what pssm is good (or other shadow tech.), we can easy assume that the light doesn't move with a matrix transformation, so we set the sun light at a position and a direction, and this would be the (global) world pos, so the question can be answered with yes.
may the pssm sun light concept (user light) is not a good idea. i don't know. how can i force the algorithme to cull the light? 2008/9/30 Wojciech Lewandowski <[EMAIL PROTECTED]> > Adrian, > > Does osgShadow::ShadowMap works in the same case ? I tried to mimic > osgShadow::ShadowMap functionality. Both osgShadow::StandardShadowMap & > osgShadow::ShadowMap try to lcate the light and compute its proper modelview > matrix by scanning render stage state attributes. If the light was not > culled yet it will be not found. In this case algorithm will stick to some > other light (probably the default one). > > I briefly looked at PSSM user light usage. I noticed that PSSM sort of > treats userLight as ABSOLUTE_RF. It simply takes its location and direction > as is and assumes that model view matrix is identity. It also does not > check if this light was processed by cull traversal, so there is chance we > would use one light for shadow casting and other light for lighting > computations. Is this the intention ? If yes, we may add similar > functionality. > > Cheers, > Wojtek > > > > ----- Original Message ----- > > *From:* Wojciech Lewandowski <[EMAIL PROTECTED]> > *To:* OpenSceneGraph Users <[email protected]> > *Sent:* Monday, September 29, 2008 10:32 PM > *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow > maps(LispSM) > > Hi Adrian, > > I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find > what is wrong. > > Cheers, > Wojtek > > > [Wojciech Lewandowski] -----Original Message----- > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] Behalf Of *Adrian Egli > OpenSceneGraph (3D) > *Sent:* Saturday, September 27, 2008 6:52 PM > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow > maps(LispSM) > > I don't have any shadow, > > my scene look similar to the osgshadow one. but i have a strange behaviour. > > > pseudo code: > osg::Group g > osg::Lightsource s; > > shadowed->addchild(s) > shadowed->addchild(g) > > viewer.setData(shadowed) > > i don't have light on, need state set to switch on light () > > > s->getOrCreateStateSet()->setAttributeAndModes(m_lightSource_Sun->getLight(),osg::StateAttribute::ON); > > and pssm does work, but lispsm not (event with setlight(s->getLight()) > > > adrian > > 2008/9/24 Wojciech Lewandowski <[EMAIL PROTECTED]> > >> Hi, >> >> What is wrong ? It does not work ? Method accepts Light ptr. If you have >> LightNode simply use getLight() to pass right argument. >> >> Wojtek >> >> ----- Original Message ----- >> *From:* Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]> >> *To:* [EMAIL PROTECTED] ; OpenSceneGraph >> Users<[email protected]> >> *Sent:* Wednesday, September 24, 2008 10:17 AM >> *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps >> (LispSM) >> >> Thanks, >> >> it doesn't solve my problem. i will have a look into the code as soon as i >> have some time left >> >> adrian >> >> 2008/9/24 Wojciech Lewandowski <[EMAIL PROTECTED]> >> >>> Thank You, Adrian >>> >>> Lispsm classes derive all methods from StandardShadowMap & >>> MinimalShadowMap. StandardShadowMap has setLight method. I believe this is >>> what you want. >>> >>> Cheers, >>> Wojtek >>> >>> -----Original Message----- >>> *From:* [EMAIL PROTECTED] [mailto: >>> [EMAIL PROTECTED] Behalf Of *Adrian Egli >>> OpenSceneGraph (3D) >>> *Sent:* Tuesday, September 23, 2008 10:46 PM >>> *To:* OpenSceneGraph Users >>> *Subject:* Re: [osg-users] [osg-submissions] View Dependent Shadow maps >>> (LispSM) >>> >>> Sorry, answered to wrong list >>> but here i am right :-) >>> >>> >>> Hi all, >>> >>> great algorithm. i have just one question. my scene has a lof of lighs, >>> but only one should cast shadows. so would it be possible to add a method >>> like in parallel splitted shadow map to tell the algorithm witch light it >>> should be used for shadow casting. >>> >>> please have a short look at : >>> _ParallelSplitShadowMap-> setUserLight(m_sun.get()); >>> >>> this method allow to tell the sun light. :-) for example >>> >>> adrian >>> >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> >> -- >> ******************************************** >> Adrian Egli >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > ******************************************** > Adrian Egli > > ------------------------------ > > _______________________________________________ > 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 > > -- ******************************************** Adrian Egli
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