Hi, Is it possible in the visible pass to cull the geometry nodes which were used for shadow pass? So as the result we would still have visible shadows but no geometry itself. To make it more clear what I am trying to do: to use some Geodes with Drawables for the shadow pass and different Geodes with Drawables for actual visual pass.
I've tried to do something like this using the node mask for geometry nodes and cull mask for camera (in osgShadow example) but if I set the cull mask to the visible bit (lets say 0x4) and ShadowedScene::CastsShadowTraversalMask to cast shadow bit (e.g. 0x1) the shadows are not working properly anymore. To fix it I need to set both bits either for camera cull mask or for ShadowedScene::CastsShadowTraversalMask. But this prevents me to cull the geometry during the visual pass. For shadows I am using ViewDependentShadowMap technique. Thank you! Cheers, Janna ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49135#49135 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

