Hi! Hmmm... I haven't looked at "ViewDependentShadow" so far. I'm a little confused now. How are things workingh together? I have a ShadowScene and set the ShaderTechnique with my own class derived from SoftShadowMap. I wrote virtual methods for createShaders and createUniforms for support of my shaders. ShaderTechnique is having its shaders and now I see ViewDependentShadow is also having a different set of shaders. When is ViewDependentShadow coming into the game?
Many ???? :-( Can anyone give me some explanation please? Thanks in advance - Werner - Am Donnerstag, 9. Dezember 2010, 15:18:15 schrieb Jean-Sébastien Guay: > Hello Werner, > > > Actually I'd like to be more flexible in the use of the ShaderTechnic and > > I ask myself if it is possible to use the standard ShadowTechnics and > > attach my Shaders to my user scene child somehow. > > There is no problem with this, we do it ourselves. > > The only thing to be aware of is that anytime you have a shader on a > child node somewhere in your graph, if you want it to have shadows then > you need to use the same shadow mapping code as the ShadowTechnique's > shaders. So it may be easier to do as the ViewDependentShadow classes > do: separate the main shader and the shadow shader (for both stages, > vertex and fragment), and just have some function in your code that when > creating a new osg::Program, will add the user's shaders plus the shadow > shaders. The user's shaders would just have to call the function(s) > defined in the shadow shaders at the appropriate time. > > Otherwise you can of course copy-paste the shadow shader code into your > own shaders instead, but that is error-prone and if you decide you want > to change something (like filter the shadows, or whatever) you have to > change it in many places. > > Hope this helps, > > J-S _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

