I think what Terry is saying is that from the camera's (light source) point of view he is seeing a lower-level LOD than he is from his true viewpoint. You can fix this by using the LOD scale factor to force the higher LOD's to show from the light source's viewpoint. I think the call is at either the camera or sceneview level. Something like sceneview->setLODScale(factor). If you load a LOD database into osgviewer you can play with the LOD scale by pressing some keys (look at the help in osgviewer by hitting 'h'). This will demonstrate how LOD scale works. It is just a multiplier used to calculate LOD transition distance from actual distance.
Corbin -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, August 09, 2006 3:13 PM To: osg users Subject: Re: [osg-users] override LOD eyepoint Hi Terry, On 8/9/06, Terry Welsh <[EMAIL PROTECTED]> wrote: > Is there a way to override the eye position that LOD nodes use to > determine which of their levels to display? The specific problem I am > facing is that my shadow maps have an eyepoint that is far away from > the viewer's eyepoint, so the shadow maps do not contain all of the > geometry that is right in front of the viewer. This causes my shadows > to appear less detailed than the objects casting the shadows. How are you setting up the textures? If you are using CameraNode then I'd expect it to reset the eye for that camera view, and if it isn't then its a bug. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
