Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-12 Thread Mickael Fleurus
Hi, You probably saved me a lot of time. Thank for fast answers and for your courtesy! ... Thank you! Cheers, Mickael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59358#59358 ___ osg-users

Re: [osg-users] Creating working omnidirectional shadow

2014-05-09 Thread Mickael Fleurus
Hi, yeah sorry I messed up with what I meant to say. It's more shadow with omnidirectionnal light, or point light as I think it's named in osg. ViewDependentShadowMap is producing a weird result. Depending on how distant my camera is from the scene, I have strange artefacts that make the

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Mickael Fleurus
[quote=Trajce Nikolov NICK]Hi, if your shadows are moving with the camera, then you are using the default viewer lighting mode which moves the light with the camera. Try setting the viewer with no light ( viewer-setLightingMode(osg::View::NO_LIGHT); ) and set your own LightSource in the scene

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Mickael Fleurus
I checked the source of the SilverLining SDK, and I don't think it will be useful for what I search to achieve. After more research, I think that what make that no solution is good for what I'm looking to achieve is that every solutions use a single camera with a limited field of view to create

[osg-users] Creating working omnidirectional shadow

2014-05-07 Thread Mickael Fleurus
Hi, I'm currently working with osgShadow, and it's driving me crazy! I'm really not an expert with shader and so on, but I try to make an omnidirectionnal shadow on my scenes, and I really don't know how to proceed. Every already implement way of making shadow in OSG aren't producing good