Hi Radu,
On 2/19/07, Radu Mihai <[EMAIL PROTECTED]> wrote:
I just saw ShadowTexture implementation from svn, I'll look over it and
maybe get the ShadowMap done following it as a template (looks like the
place I was got stuck was using different traversal masks for the cull+draw
traversal).
I've done a basic port of osgdepthshadow to ShadowMap now too, so svn update :-)
There is still a lot one could do to improve both ShadowTexture and
ShadowMap, in few key areas:
- ability to handle wide range of model types - such as some
objects with textures,
some without
- what happens when multiple lights are used
- make the same area view dependent so that as you move around a large scene
the part of the scene that the texture covers moves.
- use of texture projection that creates a trapezoidal mapping
rather than a rectangular
one, I forgot the official name of the technique... the idea is
create a better balance
of texels for objects near the eye vs at the far plane.
There are also technique specific parameters that one could tweak.
ShadowTechnique is never going to be that powerful, ShadowMap will be
better, but I expect ShadowVolume and ParallelSplitShadowMap to be the
real high quality solutions. Each of these different techniques will
have their own strong points/weaknesses.
Since we now have two image based ShadowTechniques checked in I'm
hoping that it won't take much more to add support for
ParallelSplitShadowMap.
Robert.
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