On 11 April 2012 15:35, Daniel Schmid <[email protected]> wrote:
> Hi all**** > > ** ** > > Somehow I feel pretty alone out here working with VDSM… ** ** > > I have a huge paged terrain, and shadow looks awesome unless that as soon > as I change my viewpoint (move camera), the shadows start to flicker and > fuzz. I need somehow to limit the shadow distance… similar to > MinimalShadowMap where you can set min max clip plane. I tried to modify > computeShadowCameraSettings method by setting the xyzMinMax values fort he > projectionMatrix to fix values, but this didn’t bring much success.**** > > ** ** > > Does anybody have a modified or advanced version of VDSM with a clipping > limit ?**** > > ** ** > > Regards**** > > Daniel**** > > ** ** > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > Hi Daniel I replied to you on the forum last week but I see my post never got through. I have done this, although I don't have a copy against the current VDSM source. I haven't tested this code, but it was working for me when I used it, so what you want to do is certainly possible. What I did was to override the VDSM::cull method and then after the first scenegraph traversal I had code like this: // 1. Traverse main scene graph cv.pushStateSet( _shadowRecievingPlaceholderStateSet.get() ); osg::ref_ptr<osgUtil::StateGraph> decoratorStateGraph = cv.getCurrentStateGraph(); cullShadowReceivingScene(&cv); cv.popStateSet(); if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR) { OSG_INFO<<"Just done main subgraph traversak"<<std::endl; // make sure that the near plane is computed correctly so that any projection matrix computations are all done correctly. cv.computeNearPlane(); } maxZFar=osg::minimum( maxZFar , (double)_maxFarDistance ); // <<-- The change Frustum frustum(&cv, minZNear, maxZFar); Where _maxFarDistance was my cutoff value. I'm currently playing with Wang Rui's updates which look good - at least the PSSM implementation works well, but VSM is failing for me atm. We still have major clipping problems with directional lights so are using positional instead. best wishes Mike
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