Hi all, Thanks for your posts, and sorry for my very late response. I´ve been on holidays and working in another things, so I left this issue abandoned.
But finally, I could get rid of these artifacts, and therefore, solve my problem. Although the filters mitigated the effect, they were still noticeable and the performance was affected. But the solution that Robert proposed works almost perfectly for me! As Robert said, the key was to do the lighting calculations in the fragment shader, and multiply the shadow factor by the diffuse light component. After that, I can add the ambient light factor to achieve a well lighted surface. This solution is so easy conceptually and to implement that I´m mad at myself because I didn´t think about it ;) Thank you very much for your help, I think that this thread can be marked as solved. Cheers, Justo ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43038#43038 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

