On 9/20/06, Radu Mihai <[EMAIL PROTECTED]> wrote:
Here's how I think this could be handled:
- SSM NodeKit - standard shadow map, using FBO and GL_DEPTH textures 
there's an point of interest being discussed  in the list about doing a depth-only FBO render
after the FBO version is running well, there can be some fall-back methods added
- derive a PSSM NodeKit based on the previous one
I think the approach here would be to have MultiTexturing used in the SSM kit and use that capability in the PSSM kit to do the texture management
additionally there will be code to manage the creation of the splits

This kind of approach would allow me to combine job-related work with OSG contributions :)

If you're interested, and if you think this is a good way to proceed, I'll post the code I have and we can go forward from there.

FYI, I should start work on an osgShadow library for the OSG quite soon.  The contract is for stencil volume shadows, so this will probably be the intitial back end implementation, however, I'd like to make the interface classes as generic as possible, and support other shadowing algorithms. 

How easy this might be is very difficult for me to say until one starts lining up various implementation side by side and working out the commonality and the differences, and finding ways to encapsulate the differences neatly.

More info on this once I get underway on it.

Robert.





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