I am an author of LISPSM and I do not totally agree with your Robert. I
know cases where LispSM or MSM still works better (flight sims with
sparsely filled frustum). I admit LispSM has many weak points so usually do
not respond to your comments but I just snapped. On that particular issue I
believe that commented line 60 in StandardShadowMap.cpp may be the culprit.
And no, I did not comment that line. Somebody else did and it was commited
into OSG source then.

Wojtek


2013/10/31 Robert Osfield <[email protected]>

> Hi Dario,
>
> I'm not the author of the LSPSM technique so can't really help debug it
> specifically.  From looking at the two images it looks like the 3.2.x
> version is not providing an ambient component for lighting.  In general
> with shadows you will need to provide your own shaders, so I'd guess with
> the right shader this issue would go away.
>
> I am the original author of the VDSM technique though so would have a
> better chance of doing support with it.  It's been extended a bit by Rui
> Wang since I wrote it too, so he might also be able to help with debugging
> of VDSM usage. The VDSM technique was written because of weaknesses in the
> LSPSM approach that couldn't be resolved so works better across a great
> range of datasets.  I would recommend that you move across.
>
> Robert.
>
>
> On 31 October 2013 16:10, Dario Minieri <[email protected]> wrote:
>
>> Hi,
>>
>> No, in this example I have no custom shaders....if I try to use my own
>> custom shaders based on 3.0.1rc3 lspsm I receive a "Warning: detected
>> OpenGL error 'invalid operation' at after RenderBin::draw(..)" and the
>> screen comes obviously black. So, right now, I'll be happy if shadows
>> re-work without others complications.
>>
>> Sorry for low quality attach, but this one give you the idea.
>>
>> Thank you!
>>
>> Cheers,
>> Dario
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=57030#57030
>>
>>
>>
>>
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>>
>>
>
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