Yes, Corbin, that's the exact problem I have.  I'm afraid setLODScale
doesn't work for me.  That would make so much geometry visible to the
shadowmap's CameraNode that it would take too long to render a
shadowmap.  The correct solution is for the CameraNode to see exactly
the same geometry as the user's eyepoint, and to do that I believe I
need to override the actual position that cues all the LOD nodes.
Maybe I need a function like setLODCenter.  Does anything like that
exist?  I have a feeling the answer is no.
- Terry

Message: 13
Date: Wed, 09 Aug 2006 16:36:51 -0500
From: "Holtz, Corbin L" <[EMAIL PROTECTED]>
Subject: RE: [osg-users] override LOD eyepoint
To: osg users <[email protected]>
Message-ID:
        <[EMAIL PROTECTED]>
Content-Type: text/plain; charset=US-ASCII

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.
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