Hi Guys,

MinimalShadowMap
MinimalCullBoundsShadowMap
MinimalDrawBoundsShadowMap
could be useful too sometimes, they take advantage of the same shadow volume optimization methods as LispSM flavours, but not use skewed projection like LispSM. This skewed projection is sometimes a problem when used with non directional lights. It may also bring trouble when one wants to mix smooth shadows with ViewDependentShadowMap techniques. So in the end all the techniques stemming from ViewDependentShadowTechnique have their advantages and are definitely not abstract (excluding maybe DebugShadowMap which provides a bottom layer with debuging methods).

Cheers,
Wojtek Lewandowski



--------------------------------------------------
From: "Jean-Sébastien Guay" <[email protected]>
Sent: Wednesday, November 11, 2009 5:26 PM
To: "OpenSceneGraph Users" <[email protected]>
Subject: Re: [osg-users] ShadowMap problem...

Hi Wyatt,

1. Is there a way I can query the number of texture units available on my
GPU via an OSG call?

A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also searching the OSG headers, I found osg::Texture::Extensions::numTextureUnits() which returns a GLint (int). Look at the source to find out where the value will be initialized or how to initialize it yourself.

I generally don't bother to query and use 8 (0-7) as a number that's supported pretty much everywhere.

2. Is there a list, other than the osgShadow programming guide of shadowmap
techniques, specifically ViewDependentShadow techniques?

The source/headers... And the mailing list archives.

The three usable types are:

class  LightSpacePerspectiveShadowMapDB /*...*/ {};
class  LightSpacePerspectiveShadowMapCB /*...*/ {};
class  LightSpacePerspectiveShadowMapVB /*...*/ {};

And LightSpacePerspectiveShadowMap is an alias for LightSpacePerspectiveShadowMapDB :

typedef LightSpacePerspectiveShadowMapDB LightSpacePerspectiveShadowMap;

And also StandardShadowMap is usable, but it's not view-dependent, so it's pretty much a direct replacement for osgShadow::ShadowMap but in the same class hierarchy as the LightSpace* classes.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
_______________________________________________
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

Reply via email to