Hi Sergey,

Thanks so far for the hints. I was thinking something similar.
The problem however is how tell the shadow-technique that one graph is for casting while the other is for receiving. Do I have to overwrite certain parts of the ShadowedScene class to achive this?

cheers
Sebastian

Hi, Sebastian

I think you can create stateset on top of your shadow casting graph, and set 
all state you need to enable and disable explicilty with override flag, like 
disable textures, blend, color write, texenv stuff, lighting etc with 
appropriate attributes\modes. Also you can copy graph (with DEEP_COPY_NODES | 
DEEP_COPY_DRAWABLES), strip statesets out of it completely, and then use it for 
rendering.

Cheers, Sergey.

05.07.2011, 22:43, "Sebastian Messerschmidt"<sebastian.messerschm...@gmx.de>:
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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