Hi,

Thanks for the responses. I missed all the calls you mentioned (configure 
shadow comparison, func, and mode). I am surprised I missed these when looking 
through the OSG shadow code.

I am setting the internal format GL_DEPTH_COMPONENT but I noticed last night 
that gDebugger list the texture type as RGB, so I might have a bug in my Java 
bindings to OSG.

Thanks for the suggestions.

Cheers,
Brad

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Wojciech 
Lewandowski
Sent: Friday, 8 July 2011 5:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GLSL shadow2D / shadow2DProj question

Hi Brad,

Did you forget to call
        texture->setShadowComparison(true) ?

Its neccessary for shadow2D and shadow2DProj to work.

setShadowComparison( true ) is equivalent to OpenGL:
    glTexParameteri( TextureId , GL_TEXTURE_COMPARE_MODE_ARB, 
GL_COMPARE_R_TO_TEXTURE_ARB );

Cheers,
Wojtek

-----Oryginalna wiadomość----- 
From: Paul Martz
Sent: Thursday, July 07, 2011 7:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GLSL shadow2D / shadow2DProj question

On 7/7/2011 11:02 AM, Paul Martz wrote:
> According to the GLSL spec, results from shadow2D and friends is undefined 
> if
> the texture is not a depth format.

Another thought is what version of GLSL you're invoking. If you use 
shadow2D()
to sample the texture, that's good for GLSL 1.20, but is deprecated in 1.30 
and
beyond (in which you simply use texture2D() to sample the texture, even if 
it's
a shadow texture).
    -Paul

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