Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Wojciech Lewandowski
Hi Ben, For most typical scenario where all parts of the graph cast shadow and can receive shadow, Cast and /Receive masks should be left at default 0x setting. I fear this is not typical. Due to the scale limitations of osgShadow, i suspect that 'most' scenarios involve enabling sha

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Alejandro Segovia
Hello Ben, thanks for your answer, On Tue, May 20, 2008 at 5:29 AM, Ben Discoe <[EMAIL PROTECTED]> wrote: > Alejandro, > > I suspect the most likely explanation is this: > > 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. > 2. ShadowTexture is ignoring your ReceivesSha

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
> - > From: Wojciech Lewandowski [EMAIL PROTECTED] > Sent: Wednesday, May 14, 2008 10:29 PM > > Hi Ben, > > > CastsShadow bit _does_ need to be set for every parent along > > the nodepath. > > If it's true, then that's a very big consideration in how scene > > graphs must be constructed to u

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
Alejandro, I suspect the most likely explanation is this: 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. 2. ShadowTexture is ignoring your ReceivesShadow bit, however: 3. When you turn on CastsShadow for a node, it is then implicitly preventing it from receiving a sh

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Alejandro Segovia
Hello, I'm having a problem somewhat related to node masks and shadows. I'm using the ShadowTexture technique on a Software project I'm working on, and I've set the CastsShadowTraversalMask to 0x1, the ReceivesShadowTraversalMask to 0x2, and have set the node masks for my nodes to be 0x3 (0x1|0x2

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Wojciech Lewandowski
Hi Ben, I fear that also means, in the second question below, that the CastsShadow bit _does_ need to be set for every parent along the nodepath. Otherwise, a "visitor" recursive descent of the scene graph will quit as soon as it encounters any node, like a Group or LOD, that does not have th

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Ben Discoe
Gordon, thanks, that clears up the first part, a default Camera mask of 0x explains why any non-zero node mask is rendered. I fear that also means, in the second question below, that the CastsShadow bit _does_ need to be set for every parent along the nodepath. Otherwise, a "visitor" r

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-14 Thread Gordon Tomlinson
nson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe Sent: Wednesday, May 14, 2008 10:35 PM To: 'OpenSceneGraph Users' Subject: [osg-users] osgShadow, node traversal, and node mask There's something i'm not understanding about os

[osg-users] osgShadow, node traversal, and node mask

2008-05-14 Thread Ben Discoe
There's something i'm not understanding about osgShadow, and it's probably a basic behavior of OSG. So, the simple question first: The default node mask for all nodes is 0x. It i set the mask to 0, then the node (and its children) is not drawn. If i set the mask to some other value, then