Hi Sebastian and Christian,
Thanks for your answers.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you
should have some "inner" sides to contribute to depth.Can you tell us
what GPU you are on, and what geometry is showing this problem?
For the geometry, it's a simple osg::Box in my example, but it does the
same with all models that I tried (.obj objects generally).
I am on Nvidia Quadro FX 580. I have no problems using culling modes and
everything related to face culling works as expected, that's why I
thought it was in the osgShadow implementation.
Cheers,
Le 28/04/2016 14:50, Sebastian Messerschmidt a écrit :
Hi Pierre-Jean.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you
should have some "inner" sides to contribute to depth.
Can you tell us what GPU you are on, and what geometry is showing this
problem?
Cheers
Sebastian
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
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