Hi, I am trying to integrate the Parallel Split Shadow Map (PSSM) algorithm into my current project. I've noticed that the algorithm utilizes the fixed pipeline as it only incorporates a fragment shader.
However, my project requires me to write a custom Vertex shader as well. When I do that, it seems that the values in the gl_TexCoord of the fragment shader may be incorrect. If this is the case, it seems as if I am sampling the shadow map incorrectly as well. I came to this conclusion because while I do see shadows, they are incorrectly placed and change drastically when my camera pans around the scene. Does anyone know how to recreate the proper gl_TexCoord values in a custom vertex shader? If I could recreate them properly, then the fragment shader should work as well. Thank you for your help! Cheers, Nick ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45154#45154 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

