Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-28 Thread Wojciech Lewandowski
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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Robert Osfield
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:

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Brian R Hill
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&#x

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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 &

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Paul Martz
> > 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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Brian R Hill
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,

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Paul Martz
> 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

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Jean-Sébastien Guay
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

[osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
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