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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