Re: [osg-users] Shadow mapping using different scene graph for mapping

2011-07-06 Thread Sergey Polischuk
Hi, Sebastian I think you can create stateset on top of your shadow casting graph, and set all state you need to enable and disable explicilty with override flag, like disable textures, blend, color write, texenv stuff, lighting etc with appropriate attributes\modes. Also you can copy graph

Re: [osg-users] Shadow mapping using different scene graph for mapping

2011-07-06 Thread Sebastian Messerschmidt
Hi Sergey, Thanks so far for the hints. I was thinking something similar. The problem however is how tell the shadow-technique that one graph is for casting while the other is for receiving. Do I have to overwrite certain parts of the ShadowedScene class to achive this? cheers Sebastian

Re: [osg-users] Shadow mapping using different scene graph for mapping

2011-07-06 Thread Sergey Polischuk
Hi, Sebastian You should be able to manage this with cull masks on cameras (cullmask on camera that render shadowmap to render shadow graph, cullmask for main camera to render main graph ), like use 0x1 on shadow graph and camera, 0x2 on main graph and camera. Cheers, Sergey. 06.07.2011,

[osg-users] Shadow mapping using different scene graph for mapping

2011-07-05 Thread Sebastian Messerschmidt
Hi, Currently I'm trying to improve performance regarding shadow mapping. So far I've managed to get reasonable results for large outdoor scenes using LightSpacePerspectiveMaps. In order to improve performance further, I did come up with the following idea: As my scene-graph consists of many