Thanks Terry, yes that’s my exact problem, I have a cascaded shadow map system for a directional light, where objects just outside the shadow map frustra don’t alway cast into the shadow map. I’ll take a look at the view class. Gedalia
On Mon, Oct 29, 2018 at 5:06 PM Terry Welsh <mogu...@gmail.com> wrote: > Gedalia, > If I understand the original question correctly, you're not seeing > shadows that are cast by off-screen objects. I had that exact problem > back around 2006 and Robert solved it with the introduction of the > View class. Sorry, I don't remember the details beyond that and can't > find our old discussion archived anywhere. > - Terry > > > Hi Gadalia, > > > > The OSG doesn't culling per Camera with each camera's own view frustum > used > > for culling, this means the shadow camera should only cull things that > are > > in it's frustum. If it's culling objects that you think should be in the > > frustum then perhaps it's just set up with the wrong projection matrix > > settings. > > > > Robert > > > > On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak <gpaster...@mak.com> > wrote: > > > > > > > > Hi List, > > > I've noticed that when using a camera for shadow casting it can often > cull > > > out objects that are just outside of the frustum but cast shadows into > the > > > scene. Is there any way to decouple the camera frustum culling > calculation > > > from the rendering one, even just increasing the culling frustum size > by > > > 10-15% might help. > > > Thanks > > > -Gedalia > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- DI-Guy Engineering Lead, VT MÄK 150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140
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