Hi Wyatt,

Did you check the debugHUD (with LISPSM it's as easy as
shadowTechnique->setDebugDraw(true) )? Does it show something that
looks valid?

I am not sure... With the debugHUD in the ShadowMap example, there was just a window which appeared to display the shadow map in gray-scale, but in the
LISPSM example, there appears to be two sub-windows in the debughud window
(not in gray-scale). What are these displaying?

First square displays shadow map using pseudo coloring (if you interested why see the comment above the shader in DebugShadowMap.cpp) second square contains dump from predraw of you scene to very small depth texture, this extra pre render step is used to compute visible part of scene and optimize shadow volume. This second square is only drawn for LispsmDB & MinimalDrawBoundsShadowMap.


Note that LISPSM's shaders are different than ShadowMap's shaders that
your used before. It uses a different name for the shadow map sampler,
and by default it separates the shaders into main and shadow parts,
though you can still disable the shaders that LISPSM adds and use your
own (make sure to use the right sampler and uniform names in your
shader). Check the source in StandardShadowMap.cpp to see what the
shaders look like.

[..]

Am I supposed to, basically, copy the shader code from StandardShader map
and add it to my shaders and turn off the LISPSM shaders?

Generally yes, But don't turn them off but rather alter them with your modified shaders.

WL
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