ABout the code. I use shader to simulate lght lobes thru phong lighting in
the shader. Then I use shadow maps to detect the area behind the obstacles
that need not to be lighten. Most is mixture of shadow maps technique with
lighting scheme. Code snippets borrowed from all around

Nick

http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey

On Fri, Jan 15, 2010 at 10:54 AM, Trajce Nikolov
<[email protected]>wrote:

> Hi Guys,
>
> here is the code.
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Devlet, Ankara, Turkey
>
> On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski <
> [email protected]> wrote:
>
>>  Hi Nick,
>>
>> Post the troublesome code and elaborate a bit more about the problem. If
>> its really a minute or two I am sure someone will be able to help.
>>
>> Wojtek Lewandowski
>>
>>  *From:* Trajce Nikolov <[email protected]>
>> *Sent:* Thursday, January 14, 2010 8:58 PM
>> *To:* OpenSceneGraph Users <[email protected]>
>> *Subject:* [osg-users] light lobes and shadow maps
>>
>> Hi community,
>>
>> I have some shader that does some lighting in the scene. Now studying
>> osgShadow and the techniques. I want to a shadow map technique to disable
>> the lightening of the scene behind obstacles. I have some code done, but not
>> working. I need some help, someone experienced with GLSL to spend a minute
>> or to to have a look and if possible to spot the problem. Anyone?
>>
>> Thanks a lot
>>
>> Nick
>>
>> http://www.linkedin.com/in/tnick
>> Sent from Izmit, 41, Turkey
>>
>> ------------------------------
>>
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