Hi J-S,
The whole idea of optimal shadow map is implemented in a series of shadow
camera projection adjustments. I saw you set up your ShadowCameraTransform
uniform in StandardShadowMap::aimShadowCasting camera. This is initial
setting of shadow cam matrices. MinimalShadowMap and derived techniques
further refine these based on bounds computed in their specific way. This
refinement may happen more than once in frameShadowCastingCamera method. So
you should update ShadowCameraTransform inside these methods. This explains
your observations that projection you read differs from projection used in
practice.
Cheers,
Wojtek
-----Original Message-----
From: Jean-Sébastien Guay
Sent: Wednesday, November 17, 2010 5:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Getting light-space depth of main pass fragment
Hi again,
If you don't mind, here is a small example I've put together to show
what happens.
Err, sorry, the example was missing some code for correct texcoords to
get the depth from the shadow map. Here is the corrected example.
I also changed it from DB to VB, and the result is still the same.
Thanks,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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