Hi Ben,
On Thu, May 22, 2008 at 10:38 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> That intention would be accomplished by this code:
>
> cv.setTraversalMask( getShadowedScene()->getCastsShadowTraversalMask() );
>
> &ing with the traversalmask does not accomplish anything useful:
> 1. in the case o
Robert,
> > cv.setTraversalMask( traversalMask &
> > getShadowedScene()->getCastsShadowTraversalMask() );
> >
> > If there is always overlap, then &= with traversalmask is a no-op. That
> isn't logical.
>
> The intention is that traversal is restricted to only subgraphs that
> have the CastShad
> > From: Robert Osfield
> > Sent: Tuesday, May 20, 2008 10:47 PM
> >
> > Hi Ben,
> >
> > I've just done a quick review and the code looks correct to me.
> >
> > > Now ShadowMap comes along, and the above code computes (0x4 & 0x2) ==
> 0.
> > A visitor mask of 0 finds nothing. That's not right.
Hi Ben,
> If you are saying that avoiding conflict between bit values is inappropriate,
> that there should always be overlap, then what use does this statement serve:
>
> cv.setTraversalMask( traversalMask &
> getShadowedScene()->getCastsShadowTraversalMask() );
>
> If there is always overlap,
> -
> From: Robert Osfield
> Sent: Wednesday, May 21, 2008 10:20 PM
>
> On Thu, May 22, 2008 at 8:22 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> > I'm sorry, but a node mask of 0 matches no nodes, and that's definitely
> not correct; this Visitor is supposed to find nodes which are drawn and
>
> -
> From: J.P. Delport
> Sent: Wednesday, May 21, 2008 9:51 PM
>
> I've not been following the discussion in detail, have only a single
> comment below...
>
> > The code:
> >
> >>> cv.setTraversalMask( traversalMask &
> >>> getShadowedScene()->getCastsShadowTraversalMask() );
> >
> > Usin
Hi Ben,
On Thu, May 22, 2008 at 8:22 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> I'm sorry, but a node mask of 0 matches no nodes, and that's definitely not
> correct; this Visitor is supposed to find nodes which are drawn and cast
> shadows. If it finds no nodes, it's not correct. The questio
Hi,
I've not been following the discussion in detail, have only a single
comment below...
Ben Discoe wrote:
-
From: Robert Osfield
Sent: Tuesday, May 20, 2008 10:47 PM
Hi Ben,
I've just done a quick review and the code looks correct to me.
Now ShadowMap comes along, and the above code
> -
> From: Robert Osfield
> Sent: Tuesday, May 20, 2008 10:47 PM
>
> Hi Ben,
>
> I've just done a quick review and the code looks correct to me.
>
> > Now ShadowMap comes along, and the above code computes (0x4 & 0x2) == 0.
> A visitor mask of 0 finds nothing. That's not right.
>
> No it'
Hi Ben,
I've just done a quick review and the code looks correct to me.
> Now ShadowMap comes along, and the above code computes (0x4 & 0x2) == 0. A
> visitor mask of 0 finds nothing. That's not right.
No it's perfectly correct, this is how traversal masks are meant to be
used. However, if b
I found what appears to be another bug/limitation in ShadowMap.cpp. When
traversing the nodes which cast shadows, it uses this code:
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
'traversalMask' here is the sceneview's draw mask, which defaults to
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