Hi Robert Thanks for your answer. I was hoping all osgShadow techniques support multi-texturing... but in my application, i tried every single one, and I only have strange effects. What happens basically is the following: I can manage to have a shadow with standardshadowmap, and all the view based techniques, by selecting the base texture unit as 0 and the shadow texture unit between 1 and 4. What happens then is that the according texture level of my model is replaced with my shadow texture and the texture coordinates of this level get mixed up, like i have other textures moving when rotating my viewport. So I thought, probably these levels are already occupied by my scene model, so I have to use a value above 4, but then I have no more shadow displayed at all.
I'm sure I'm missing somehow an important point about the way base texture and shadow texture units must have been supposed to use. But after some days of try and error, I cannot figure how I can have osg create a shadow without removing my textures or messing with a textures layer coordinate... I'm really stuck... help appreciated. There are not really any tutorials out there explaining the use of osgShadow... Regards Daniel
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