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

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http://forum.openscenegraph.org/viewtopic.php?p=45154#45154





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