Pasquale,

Thanks for the quick reply.  We are considering the use of cones as you
describe for things like solar/lunar eclipses, but we were hoping to use
osgShadow, especially when dealing with terrain and self-shadowing of
complex geometry.

I should have included the command line arguments I used to produce the
images in my email (although I embedded them in the image names):

--SingleThreaded --earth-centered --noUpdate --no-base-texture

Please, address me as D.J., since I refer to myself as D.J.

My given name is Darrell, but I reserve that name for formal situations.
Since the list is trying for a more friendly atmosphere, I am giving you
the name I use in *ALL* other situations: D.J. (which is an abbreviation
of Darrell Junior).

Thanks, again!

D.J.


On Tue, Jul 21, 2009 at 5:57 PM, Pasquale Tricarico<[email protected]> wrote:
> Hi D.J.,
>
> (please use your name so we know how to address you)
>
> I am in the same business as you, solar system simulations and such.
> And I too use DPN happily, but not much experience with osgShadow. One
> advice is to make sure you're running single thread with OSG, I think
> it is a strong requirement of DPN so far, it might get better with
> future. As for the eclipses, it's hard to model them correctly with
> regular shadows, so I opted to just draw transparent cones (one for
> the penumbra, one for the umbra) see i.e.:
>
> http://orsa.sourceforge.net/screenshots/misc/eclipse.png
>
> Cheers,
> Pasquale
>
> On Tue, Jul 21, 2009 at 2:30 PM, D.J. Caldwell<[email protected]> wrote:
>> I am a developer for a program that visualizes large scale (solar
>> system) and small scale (desktop) scenes.  We would like to be able to
>> visualize shadows in our scenes for things like solar/lunar eclipses,
>> and ground vehicles with headlights traveling over terrain in and out of
>> sun light.
>>
>> We started using OpenSceneGraph around version 2.2 or 2.4.  We are now
>> moving from version 2.6 to version 2.8.  We have been using an
>> adaptation of the DepthPartitionNode from the osgdepthpartition example
>> to help with rendering since we often operate in a solar system scene,
>> with orbits, trajectories and lines of sight displayed as lines.
>> We also keep the camera positioned at the origin and move the scene
>> (by way of a transform) to help cut down on jitter in the near view
>> caused by floating point error.
>>
>> The problem is...
>>
>> While trying to make use of osgShadow, I have discovered apparent
>> interference between shadowing and the depth partition node (see two
>> images attached).  It would seem that the depth partition node causes
>> the shadow to move with the camera viewing direction, rather than
>> staying with the light direction.  In other words, moving the camera
>> causes the shadow to move in an unexpected and undesired manner.
>>
>> My questions are...
>>
>> Is there a way to get osgShadow and a depth partition node to play nice
>> together, or are they at odds by design?  Is that, in fact, what I am
>> seeing, or have I set my test case up incorrectly?  Perhaps there is
>> some other way to get the benefits of depth partitioning that will not
>> interfere with shadows?
>>
>> I have searched the archives for discussion of using shadows with a
>> depth partition node, but I seem to be missing it (or it just isn't
>> there).  I did find one reference
>>
>> http://www.mail-archive.com/[email protected]/msg11218.html
>>
>> which says to follow the source code.  I looked under the hood for
>> ParallelSplitShadowMap, ShadowMap, and LightSpacePerspectiveShadowMap to
>> try to get a feel for how best to proceed, but I'm not seeing a clear
>> path to a solution which allows use of shadowing with a depth partition
>> node.  I was hoping to avoid a custom solution, either that combines
>> the two, or maybe goes in a totally different direction, but my gut
>> reaction is that it may be unavoidable.
>>
>> In addition to the images, I have also attached my test environment
>> source code, so that you can interact with the test environment which
>> produced the two attached images.  The source code represents a
>> simplified model of our use of OSG in our program.  I have it set up so
>> that, if --noUpdate is specified on the command line at run time, the
>> home position of the camera manipulator is set to show the problem I am
>> seeing.  It may be easiest to see with --no-base-texture on the command
>> line (which is what I used for the images).
>>
>> My development environment is currently:
>>
>> OpenSceneGraph 2.8.1
>> Visual Studio 2005 Professional Edition SP1
>> Microsoft .NET Framework Version 2.0 SP2
>> Microsoft Windows XP Professional Service Pack 3 (win32)
>> NVIDIA GeForce Go 7950 GTX (nv4_disp.dll version 6.14.10.9422)
>>
>> Thanks in advance!
>>
>> D.J. Caldwell
>>
>> _______________________________________________
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>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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