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
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21954#21954
_______________________________________________
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