Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2015-05-29 Thread Robert Osfield
Hi Robert, On 29 May 2015 at 03:41, Robert Graf muzzlebu...@gmail.com wrote: Do you or anyone else here know if the view dependent shadow map in the OSG is based on the method of the following master thesis? I read a number of different papers, tried different implementations and came up with

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2015-05-28 Thread Robert Graf
Thanks for the guidance on this Robert, it is great to know! Do you or anyone else here know if the view dependent shadow map in the OSG is based on the method of the following master thesis? Understanding the methodology of the technique will help me better understand the code in order to

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2015-05-25 Thread Robert Osfield
Hi Robert, osgShadow doesn't currently have an ShadowTechniques that support multiple light sources, the closest to this is the ViewDependentShadowMap with it's support for multiple shadow maps, which currently is related to it's support of depth partitioning of the shadow map, but I've had it in

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2015-05-24 Thread Robert Graf
Howdy all, What is a way to have a ShadowedScene update just its shadow texture unit in the pre-render for its children, and not have its children rendered during the main viewer pass? I'd like to set up multiple lights, each with its own shadow map. Each light/shadowmap combination will be a

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2015-05-18 Thread Robert Graf
Howdy all, What are some approaches for using the OSG to render a scene with 6 shadow-casting spot lights using the ShadowMap technique? A couple of ideas that came to mind: 1) Use multiple ShadowedScene's with each one having a ShadowMap technique that sets a unique shadow texture unit for

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-28 Thread Werner Modenbach
Let's take an example: ShadowTechnique SHADOWMAP It creates a texture and installs a shader program which makes shadow effects by using the created texture. So what you think happens by the second shadowScene? On traversal it will create a new texture, by default install it in the same texture

[osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Saravanan Sivaprahasam
Hi, I'm rendering shadows using osgShadow::ShadowMap method. For large outdoor scenes with various objects, the rendered shadows look pixelated and self shadows on objects are not correct. I've increased the shadow map resolution to 4096, but still it is not correct. So i have created

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Wojciech Lewandowski
saransivapraha...@rediffmail.com Sent: Monday, September 27, 2010 2:18 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene Hi, I'm rendering shadows using osgShadow::ShadowMap method. For large outdoor scenes with various objects

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Saravanan Sivaprahasam
Thanks for the reply. But could any one explain me why it is not possible to add two osgShadow::ShadowedScene to the root node Thank you! Cheers, Saravanan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32115#32115