> > > On 2 April 2012 14:21, Frederic Bouvier <[email protected]> wrote:
> > >> 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 ?
> > >
> > >The OSG inherits state/settings from parents, there isn't any sibling
> > >inheritance.
> > 
> > One more thing: it happens that I implement cascaded shadow map with a 
> > single 
> > shadow map and 4 cascades. My scenegraph is like this :
> > 
> > master camera
> > => slave shadow camera (hold an fbo on a S x S depth texture)
> >    => cascade1 : child camera, viewport (S/2 x S/2 @ 0, 0)
> >    => cascade2 : child camera, viewport (S/2 x S/2 @ 0, S/2)
> >    => cascade3 : child camera, viewport (S/2 x S/2 @ S/2, 0)
> >    => cascade4 : child camera, viewport (S/2 x S/2 @ S/2, S/2)
> > 
> > I want to know if the inherited viewpoint is propagated to the cascade 
> > camera 
> > if I set the reference frame of the main shadow camera and the 4 cascades 
> > to 
> > ABSOLUTE_RF_INHERIT_VIEWPOINT
> 
> to complement the question, I am asking myself if the code in 
> SceneView::cullStage 
> line 972 of SceneView.cpp (v3.0.1) that reads :
> 
> cullVisitor->pushModelViewMatrix(mv.get(),osg::Transform::ABSOLUTE_RF);
> 
> is right. It seems to ignore the reference frame settings of the slave camera 
> and 
> assume ABSOLUTE_RF. Should I manually set the viewpoint of my main shadow 
> camera ?
> and how ?

to end my jabber, and for the record, I fixed my issue by setting the reference 
frame
of the main shadow camera to ABSOLUTE_RF and a dummy view matrix where the eye 
point
is at viewer's position. This view matrix is updated every frame. Cascade 
cameras
use ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame.

Initially my cascade was not drawn because the frustum culling on the main 
camera 
was in the way, so instead of setting a projection volume that enclose the 4 
volumes 
of its child, I disable culling with setCullingMode(NO_CULLING)

Hope that can help

Regards,
-Fred
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