Hi Terry,

On 2/13/07, Terry Welsh <[EMAIL PROTECTED]> wrote:
In other words, I can do this?

myShadowMapCameraStateSet->setRenderBinDetails(0, "RenderBin",
StateSet::OVERRIDE_RENDERBIN_DETAILS);

Yes this would work.

This seems to work, temporarily placing everything in the opaque bin
when rendering shadows.  Why do you prefer using a cull callback
instead of this one simple line?

It depends.  I'd like to get the PSSM integrated with osgShadow and
this would give me a better idea of how all of it would be hang
together.  Have a look at what I have done for
src/osgShadow/StencilVolume.cpp, and you'll see that I play games with
reusing render bins and creating news ones.  PSSM is probably a bit
simple than this and it might be sensible to go with the high level
code like the above.  As long as we can hide these implementation
details form end users we'll have the flexibility of tweaking the
implememtation to our hearts content.

I haven't updated OSG and tried ABSOLUTE_RF_INHERIT_VIEWPOINT yet.
I'll try it soon I hope.  Thanks for the heads up on that.....

At a convinient point could you send me an update for your work so I
can look at doing the integration with osgShadow myself.

Robert.
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