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 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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