Hi Wojtek,

There is a catch though. ViewBounds method has a bug
which basically ignores MinimalLightMargin parameter. I have made a fix
for this but it was not yet submitted, because its in the pack with
TrapezoidalShadowMap which is still in work.
Maybe I can will split them and send separately, if you are interested.

Hah! I was wondering why my minLightMargin setting didn't seem to change anything. Sure enough I was using LiSPSMVB...

Can I convince you to please submit the change? I already owe you a beer so we'll make it two :-)

Don't bet on Trapezoidal, it will have the same performance as LispSM.
It really resemble LisPSM but may have some better quality for low level
moving viewer (person or driver).

That's interesting, am I to understand you're working on adding another ShadowTechnique to OSG? We often have viewers close to the ground so I'm looking forward to this.

Have you looked at adding splits as well? (a la Cascading Shadow Maps or Parallel Split Shadow Maps) That would also be interesting, it would likely give excellent results for most cases (viewer high above and close to the ground, looking straight down or towards the horizon, etc.) but for cull-bound scenes it might be slow...

Thanks,

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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