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
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
> -
> 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
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
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
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
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
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
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
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