Hi Robert- I built and tested the shiny new ViewDependentShadowMap code yesterday from trunk (r12877), in the hope that it would alleviate some issues we are seeing in a large scene with the LispSM technique (which works great most of the time, but from some camera angles the light source camera's mapping into the shadow texture goes haywire).
The new method works much better in our use case, as far as having a stable usage of the shadow texture is concerned. One issue I'm seeing is that we can hop back and forth between a single window, and a multi-screen setup, and the first time I hop into multi-screen it's fine, but subsequent attempts will have the second window showing everything within the shadow volume as being in shadow. This issue does not happen with LispSM. We're using wxWidgets for our window management, along with wxGLCanvas. A slave camera does the render to the additional windows (just 1 extra in this case). We use custom shaders, and I have VDSM using texture channel 7 for the shadow map. I'd imagine there is an example that can bring up multiple windows (to see if it's a general issue, or ours), but one doesn't come to mind immediately. I did 2 windows with osgViewer, but it doesn't appear you can take one down and then bring it back up again, like we're doing in our app. I apologize that I don't have concise repro steps here. I may be able to spend more time on this later, and I'll update this thread if I have more information. Thanks- Baker [/list] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43819#43819 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

