Hi Marius,

My congratulations! I am glad you did it.

I solved my directional light case. I changed all floats to doubles in

* StandardShadowMap::ViewData::aimShadowCastingCamera

The code in the above method was based on original ShadowMap code and indeed used floats (I must admit I neglected this method).

In the process I also "upgraded" the polytope class to double (I don't think this is necessary). I can fix the other light type cases (VB/CB/DB) but someone will have to give me a quick walk-through on posting updates to osg so I don't have to do my work twice.

osg::Polytope is double based by default as far as I know.
Other classes stemming from ViewDependentShadowTechnique inherit and use StandardShadowMap::ViewData::aimShadowCastingCamera method so you have fixed them all in one shot ;-)

Can you post your modified StandardShadowMap.cpp ? I am preparing few fixes and I would like to merge my changes with the change you have meade before sending my submissions.

Cheers,
Wojtek

----- Original Message ----- From: "Marius Heise" <[email protected]>
To: <[email protected]>
Sent: Wednesday, December 30, 2009 11:04 AM
Subject: Re: [osg-users] osgShadow & ECEF precision problems


Hi Wojtek,


The light camera position was calculated as float as was thus jumping around.

Of course the change from yesterday using double bounding volumes also has to be activated.


Thanks a lot for your support.

Cheers,
Marius

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=21954#21954





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