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/
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