Oh oops, I am sorry I misunderstood your question. I was talking about reverse projection where the shadow is also received inside a the frustum at the opposite side of e.g. a point light source. So my solution would not apply to your problem. Apologies.
Christian 2016-04-28 13:57 GMT+02:00 Christian Buchner <[email protected]>: > > if the w coordinate of your projected shadow texture coordinate is < 0, > you should > reject the shadow. This is quite easy to do in GLSL. > > The same technique can be used both for projective texture mapping and for > shadow > mapping. > > Christian > > > > 2016-04-28 11:40 GMT+02:00 Pierre-Jean Petitprez < > [email protected]>: > >> Hi dear OSG users, >> >> I'm wondering how to correctly use osgShadow. As you can see on the file >> I have attached, the shadow map is projected on the receiving object also >> on a face which should normaly not receive the shadow from the sphere (on >> my example the light is at the top right corner). It behaves like if the >> top face did not stop the light to continue its path through the object >> (which is not transparent). >> My example is with soft shadow but I tested with other techniques and it >> is the same behaviour. >> >> Is there a way to avoid such behaviour with osgShadow ? >> Thank you. >> >> Cheers, >> Pierre-Jean >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >
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