Here you go, directly from the author :-)

Nick


On Fri, May 9, 2014 at 5:46 PM, Wojciech Lewandowski <
w.p.lewandow...@gmail.com> wrote:

> Mickael,
>
> As far as I know none of existing techniques in OSG does what you want.
> You will need to roll up your sleeves and work hard to obtain the effect
> you wish.
>
> I was once contracted to do multiple shadow lights with full spherical
> coverage of light field. Its proprietary code and I cannot share it. It was
> done with slightly different concept than cubemap. Space around point light
> was cut into NxM spherical segments and each of those segments was
> represented as single shadow map. Shadowmaps were stored as Texture2DArray.
> Casting shadows required smart blending of those shadowmaps in shaders. I
> did not try to use LispSM or other perspective shadow map for that. It did
> not make sense to me if I wanted uniform distribution of light and it would
> be particularly difficult to merge those shadow maps in casting shader if
> they used varying projections. So I used code which was based on
> MinimalShadowMap techinques but as a start you may also come from basic
> ShadowMap. Its most simple technique and most appropriate for
> customizations.
>
> But the whole excercise is terribly complex. You would need to use 6
> cameras to cull and render six shadow maps for your cubemap and then apply
> that cubemap with specifically written shader. Its highly advanced stuff.
> Please look at the most simple ShadowMap technique code and see if you
> understand all of the code there. If you do you can try to go further and
> experiment with shadow cubemap, if you don't undrstand some of it you will
> need to learn more...
>
> Best of Luck and obligatory Cheers,
> Wojtek
>
>
>
>
>
> 2014-05-09 16:17 GMT+02:00 Mickael Fleurus <mickaelfleu...@ymail.com>:
>
> I checked the source of the SilverLining SDK, and I don't think it will be
>> useful for what I search to achieve. After more research, I think that what
>> make that no solution is good for what I'm looking to achieve is that every
>> solutions use a single camera with a limited field of view to create
>> shadows. Places where my shadows disapear are places that are outside
>> camera's FOV. That's why I've tried to do my own shadow map in the first
>> place, with a cube map. Because this problem can disapear with the use of a
>> cube map. But, deep down, I'm sure that people making OSG thought of that
>> problem and that I'm loosing time for nothing.
>>
>> Thank you for the time you use trying to help me, anyway.
>>
>> Cheers,
>> Mickael
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=59335#59335
>>
>>
>>
>>
>>
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>
>
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-- 
trajce nikolov nick
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