osgShadow::ShadowedScene - the decorator the you add to the scene to add shadows to them
osgShadow::ShadowTechnique - the base class for implementations of varous shadow techniques
osgShadow::ShadowMap - place holder for the shadow map implementation, I'll refactor the osgdepthshadow example for this
osgShadow::ShadowTexture - place holder for the shadow texture implementation, I'll refactor the osgshadowtexture example for this
osgShadow::ParallelSplitShadowMap - place holder for the PSSM implementation, Terry or Andrian's work might fit in here.
osgShadow::ShadowVolume - place holder for the stencil volume shadow implementation, this will what I'll be focused on.
They don't do anything yet, and along way off from doing anything, but this email should give you at least some notice.
Programmatically I'm expect the usage to be somewhat like:
osg::Node* model = readNodeFile( "mytown.osg" );
osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
shadowedScene->addChild(model);
shadowedScene->setShadowTechnique( new osgShadow::ShadowVolume );
viewer.setSceneData( shadowedScene );
Now I do expect there to be lots of available options to configure the various shadow techniques for models, hopefully we'll be able to find decent defaults. Well probably need a mechanism for checking extensions and a need for a technique fallback mechanism in case the preferred approach isn't supported by hardware, but it'll all along these lines.
I must stress what I have just checked in is a really just a placeholder, the classes interfaces arn't fleshed out at all, let along have working implementations, over the coming weeks the API and implementations should start filling out.
Robert.
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