Hi J-S,
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 :-)
Change submitted. Let me know if it works for you, I tested this fix some
time ago, but hadn't really good test case because my DBs are not well
conditioned for ViewBounds and I don't use this mode very often.
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.
I actually implemented Trapezoidal before LispSM long time ago . But it was
not made as ViewDependentTechnique and I have recently ported it to work as
one. But some issues remain and I don't see that I will be able to fix them
soon.
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...
I agree. That would be interesting. Unfortuantely I have no plans for it
currently. Mixing PSSM with View Dependent Techniques and maybe Geometry
shaders drawing all the cascaded shadow maps in one pass is tempting..., but
such thing could easily steal few months of my schedule and I am terribly
short on time recently. So frankly I don't see it happen soon. Maybe others
would do it ? I have read between the lines (or submits) that David Callu
was recently improving PSSM and some stuff with Geometry Shaders. I suspect
he may be doing something like this...
Sorry for late response. I am recently having some trouble with time
management ...
Cheers,
Wojtek Lewandowski
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