I think I am about to get this straightened out... I have implemented the LiSPPSM shadow code in my app. My scene consists of two vehicles and a terrain. If I don't add the terrain, I can see the shadows on the base test geometry and it looks pretty good. The base geometry just happens to be sitting below my two vehicles. If I do add the terrain, most of the terrain is covered by a big black square, and I no longer see the shadows on the base geometry (I can descend below the geometry of the terrain and see the base geometry). Is something possibly casting a large shadow on the terrain to cause the big black square? I am not sure what it could be since I only have the terrain, two vehicles and the base geometry. Any suggestions?
Thx W > -----Original Message----- > From: [email protected] [mailto:osg-users- > [email protected]] On Behalf Of Jean-Sébastien Guay > Sent: Wednesday, November 11, 2009 2:33 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] ShadowMap problem... > > Hi Wyatt, > > > 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? > > The left side is the shadow map itself, and the right side is a render > of the bounds analysis render pass (the > LightSpacePerspectiveShadowMapDB > technique - Draw Bounds - makes a 64x64 render pass before the actual > shadow pass to see if the shadow map bounds can be further reduced - > Wojtek can tell you more about it, or search the archives for details). > > > Am I supposed to, basically, copy the shader code from StandardShader > map > > and add it to my shaders and turn off the LISPSM shaders? > > You only need to use some parts, those that relate to the shadow test. > The rest of your shader can be what you want - most of the shader code > in StandardShadowMap.cpp is just standard lighting, which you might be > doing differently. You should copy the DynamicShadow function for both > vertex and fragment shader (whether you want to keep it in a function > or > not, up to you) and then look at the place where it's used and do > something similar. > > Read the shaders, you should understand. > > 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

