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I am experimenting with a simple sunlight shadow technique using the
osgShadow model and basic depth shadows. I would like to set up the
shadow casting camera so that I end up with a shadow texture that is a
near as possible "filled" with the shadow casting objects as culled by
the LOD nodes in the scene using the the inherited viewpoint. It seems
to me that the best place to set up this bounding information is during
the main scene cull traverse that is done in my(most) shadow technique
prior to the render to shadow texture cull traverse. I want to avoid
having to manage the placing and removing of cull call backs on every
shadow casting geode, which may be different as the user manipulates
the scene. The only way I can think of doing this is to derive my own
CullVisitor and override the Geode apply function. Have I missed
something here? Is there a better way to do it? I know the LISP shadow
techniques have a number of complex ways of doing this but I am trying
to implement something simple that uses inbuilt OpenGL functionality
wherever possible. Roger |
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