Hi Wojtek,
All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 +
0.5 ) to compare with shadow map. But you said you tried it.
Yes, * 0.5 + 0.5 seemed "more correct" but still only seemed to use the
first part of the possible range, so I think you're right that one of my
matrices is probably not set correctly. I'll investigate this.
I wonder: Is it possible that the depth range given by the shadow
camera's projection matrix doesn't match the depth range in the shadow
map? I assumed that since that same camera renders to the shadow map,
the depth range should be the same, but is it possible it doesn't match?
Because the values I get for light-space main pass fragment depth seem
to increase when they get further from the light, as they should, but
they're just not in the right range.
I think I'll make a small example program to show it and see if you can
spot the error more clearly then.
Thanks,
J-S
--
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Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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