Hi Daniel,

On 10 September 2013 09:06, Daniel Schmid <[email protected]>wrote:

> I checked my viewers camera. I set it on DO_NOT_COMPUTE_NEAR_FAR
> explicitely.
> I noticed that the shadow camera uses
>  COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES ...
>

There are several cameras in action - the main viewer camera and the shadow
mapping ones.  Try stepping through the code in a debugger to see what it's
doing.  osgShadow::ViewDependentShadowMap used to override the setting
provided by the viewer.getCamera() but in the current rev shouldn't be
doing this.


> But there is one thing I don't understand. I set the nodemask on this
> particular geometry to NOT shadow cast. Why is it still taken into account?
> it shouldn't be used AT ALL!...


The mask should be making sure that it isn't being taken into account when
rendering the shadow map, but the lake geometry is still in the view
frustum and affects the near/far planes so if
COMPUTE_NEAR_FAR_USING_PRIMITIVES is being enabled then you'll see the
cost.  From the performance difference it kinda sounds like
COMPUTE_NEAR_FAR_USING_PRIMITIVES is being enabled in your case, it could
be some other bottleneck though.

To work out what specific is slowing things down you'll need to profile the
shadow code, either manually by inserting timing code into the source, or
via the debugger/other tools.


Robert.
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