Hi Daniel,

On 29 March 2012 12:54, Daniel Schmid <[email protected]> wrote:
> I observed a strange behaviour with osg 3.1.2 shadows. You can reproduce it
> very simply with osgshadow example. Just run it with the following
> arguments:
>
>
>
> Osgshadow -4 –vdsm –unit 4
>
>
>
> As soon as you select a shadowunit of 4 and above, no more shadows are
> displayed. In my project application, I use multitexturing and therefore the
> 4 lowest texture stages are occupied. Does anybody know how to circumvent
> this limitation ?

Curious... by default the ViewDependentShadowMap will be using the
fixed function pipeline to do the rendering and the fixed function
pipeline provides a crude black shadow which isn't suitable for final
applications but does at least handle most fixed function pipeline
combinations.  I wonder if in this case the fixed function pipeline
set of for doing the shadow map is tied to just the four texture
units.

Try writing your own shaders for your scene graph that do the shadow
map texture look up in their fragment shaders, I would expect this to
work fine as others have certainly used scenes with larger than 4
units when using shaders.

Robert.
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