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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