Hi,
Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to get reasonable results for large outdoor scenes
using LightSpacePerspectiveMaps.
In order to improve performance further, I did come up with the
following idea:
As my scene-graph consists of many objects, I'd like to set up a special
graph which skips all materials and textures not using alpha masking.
I know that I can skip complete nodes using the traversal mask. The
question is: how to use a graph which omits most of heavy state changing
objects to actually change the state.
E.g. I have a couple of buildings, each using ~200 different state sets
per individual building type. I'd like to reduce this overload, by
presenting a optimized graph not performing this state changes during
shadow traversal. In other words, I want to render the shadow casting
graph with a lower footprint.
So, is there some mechanism to present a different scene graph to the
ShadowTechniques for shadow casting than for actual rendering?
Cheers
Sebastian
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