Thank you Robert,

may I ask how a camera can inherit the viewpoint of a sister (slave) camera ? 
Or does it inherit the viewpoint of the master camera ?

Regards,
-Fred

> De: Robert Osfield
> 
> Hi Fred,
> 
> The osg::Camera has support for setting the reference frame so that it
> inherits the viewpoint for LOD calculation so that you get the same
> LOD's for your render to texture pass as you would for your main view.
>  In osgShadow you'll this used and set up thus:
>
>    _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
>
>This doesn't require any other changes so no need to try Sergey's
> suggestion of LODScale() which would achieve rather different results.
> 
> Robert.


On 2 April 2012 13:12, Frederic Bouvier wrote:
> Hi,
>
> FlightGear now includes a deferred renderer that produce shadows. As the 
> lighting is done from a Gbuffer in a fullscreen quad render, I can't (correct 
> me if I'm wrong) use osgShadow.
>
> So in my implementation, I render the geometry of the whole scenegraph to a 
> depth texture using an orthographic projection in the direction of the light. 
> The view matrix sets the sun position at 10000m from a position ahead of the 
> viewer. But when the viewer is near an object that has a LOD node that has a 
> range of 0 - 9000m, the model is not renderer in the shadow map and the 
> viewer doesn't see a shadow.
>
> So the question : is there special code in osgShadow that address this kind 
> of situation : a LOD range for the viewer unsuitable for the light source ?
>
> I tried to override the LOD::traverse method in a specific cull visitor that 
> calls Group::traverse instead, but I was said it is a bad thing, and I can 
> understand it breaks PagedLOD and any descendant too.
>
> Regards,
> -Fred
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