will send proper submission.
Cheers,
Wojtek
- Original Message -
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Tuesday, February 26, 2008 9:28 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
retty safe.
>
> Caveat - I've only looked at the code and haven't tried this.
>
>
> Brian
>
> [EMAIL PROTECTED] wrote: -
>
>
> To: "OpenSceneGraph Users"
> From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
> Sent by
nly looked at the code and haven't tried this.
>
>
> Brian
>
> [EMAIL PROTECTED] wrote: -
>
>
> To: "OpenSceneGraph Users"
> From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
> Sent by: [EMAIL PROTECTED]
> Date: 02/26/2008 12:
Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
> Message: 5
> Date: Tue, 26 Feb 2008 15:18:13 +0100
> From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
> Subject: [osg-users] Problem to consider: Shadow maps and LOD
> comput
#x27; gmail.com
www.reallyslick.com | www.mogumbo.com
> Message: 5
> Date: Tue, 26 Feb 2008 15:18:13 +0100
> From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
> Subject: [osg-users] Problem to consider: Shadow maps and LOD
> computation
> To:
> Message
AIL PROTECTED] wrote: -
To: "OpenSceneGraph Users"
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 12:15PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Brian,
> It looks like you
Hi Brian,
> It looks like you'll need to create a custom cull visitor that stores the
> desired eye point and overrides the CullVisitor::getViewPoint method to
> return the stored eye point instead of the CullStack view point.
Thats sounds like it something I might be able to do ;-). Do you know
rs'"
Sent: Tuesday, February 26, 2008 5:12 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
>> > Ideally, you would want the shadow caster's LOD to be
>> selected based
>> > on the distance between the eyepoint and the shadow
&
> > Ideally, you would want the shadow caster's LOD to be
> selected based
> > on the distance between the eyepoint and the shadow
> receiver, wouldn't
> > you?
>
> Actually I would like it to be based on the distance from
> eyepoint to Shadow Caster (measured in main camera view
> space). I
tely wrong :)
Brian
[EMAIL PROTECTED] wrote: -
To: "OpenSceneGraph Users"
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 09:54AM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Paul,
Hi Paul,
> Ideally, you would want the shadow caster's LOD to be selected based on
> the
> distance between the eyepoint and the shadow receiver, wouldn't you?
Actually I would like it to be based on the distance from eyepoint to Shadow
Caster (measured in main camera view space). If its based
Guay" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Tuesday, February 26, 2008 3:29 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
> Hi Wojtek,
>
>> When rendering shadow map LODs
>> are drawn based on distance computed fr
> When rendering shadow map LODs
> are drawn based on distance computed from shadow camera.
> But this is
> plain wrong: LODs should be always selected based on distance from
> main camera.
Ideally, you would want the shadow caster's LOD to be selected based on the
distance between the eyepoint
Hi Wojtek,
> When rendering shadow map LODs
> are drawn based on distance computed from shadow camera. But this is
> plain wrong: LODs should be always selected based on distance from main
> camera.
Oh, nice problem there... It's probably just an oversight, and the fact
that osgShadow tries
Hello everyone,
I have following problem: Shadow Mapping - so called duelling frusta case ie
light direction opposite to view direction. Objects drawn into Shadow Map also
contain LOD nodes. When rendering shadow map LODs are drawn based on distance
computed from shadow camera. But this is plai
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