Hi Dario,

On 27 August 2012 17:13, Dario Minieri <[email protected]> wrote:
> I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final 
> result is pretty the same.
>
> Code:
> GfxTerr->setNodeMask(m_GfxTerr->getNodeMask() & ~CASTS_SHADOW_TRAVERSAL_MASK);

Run the debug shadow view to see if it's taking into account the terrain.

Or... just try the ViewDependentShadowMap technique that now is
available in svn/trunk.  This new technique is more robust than LispSM
and offers similar functionality w.r.t projections.  It may or may not
solve your problem, but as I'm the author of this particular technique
I have a better chance of understand and helping address the issues.
I'm not the author or or the implementator the OSG's LispSM technique
so am a bit of disadvantage here.

Robert.
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