Hi J-S,
Scenario you described is quite common. My collegue had similar problem
recently while mixing shadows with soem animation techniques. He was trying
to come up with similar identification scheme.
Simplest method I can think of: is modification of osgShadow:: LisPSM
techniques and related to give well defined unique names to rtt cameras they
create. Its maybe not particularly bright idea but its simple and effective.
I think names like "osgShadow_StandardShadowMapCamera" and
"osg_MinimalDrawBoundsAnalisisCamera" could do the trick...
Cheers,
Wojtek
----- Original Message -----
From: "Jean-Sébastien Guay" <[email protected]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Thursday, July 09, 2009 10:51 PM
Subject: [osg-users] Integrating shadows with osgOcean
Hi all,
I'm currently trying to integrate osgOcean into our application and I'm
having trouble combining it with shadows. We're using
osgShadow::LightSpacePerspectiveShadowMap (and derivatives). The problem
seems to be that they both do additional RTT passes, and they seem to
interfere with each other.
I've placed the OceanScene under the ShadowedScene. I'd like to know, in
OceanScene::traverse(), whether the current traversal is the shadow pass,
and if so, don't do any reflections or refractions (because that would be
quite wasteful). The only way I've thought of is doing:
if (cv->getCurrentCamera()->isRenderToTextureCamera())
{
// Shadow pass, don't do reflections etc.
osg::Group::traverse(nv);
}
else
{
// Do the rest as normal.
}
That works, but it strikes me as a blanket check - there may be RTT passes
where we'll want to have reflections/refractions (i.e. which are not just
depth buffer passes)...
I wonder if someone would have any suggestion for a better test that would
be able to detect the shadow pass only...
Thanks in advance,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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