[osg-users] PSSM
Adrian Egli OpenSceneGraph (3D)
3dhelp at gmail.com
Thu May 22 22:40:20 PDT 2008
Hi Virginia,
In the latest Parallel Split Shadow Map source code, i added a new method to
set a user defined light, means just a light for PSSM to calculate the
shadow. the light just cast shadow, it's only a position in the worldspace
and a direction.
so i guess this would be exactly what are you looking for. see topic for
PSSM from today, i post the latest source code. it's not yet in SVN version
of OSG, but
will be soon.
i hope i could help you
adrian
2008/5/22 Virginia Holmstrom <v.holmstrom at ama-inc.com>:
>
> 1. Can parallel split shadow map handle an omnidirectional light in the
> center of a scene? (Such as the sun in the solar system?)
>
> Taking the osgShadow example, if I move the positional light setting from
> far away to within the scene the shadows are not located where one would
> expect given the light source. They still appear as though the light was
> directly above.
>
> (i.e change the line in osgshadow.cpp from:
>
> lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius()*2.0f
> ,1.0f);
>
> to:
>
> lightpos.set(bb.center().x(), bb.center().y() + 3, 2.5 ,1.0f);
>
> and run:
>
> osgshadowd.exe --pssm --SingleThreaded --screen 0 --no-base-texture
> --positionalLight --noUpdate -3
>
> at the command line.)
>
>
> 2. How does pssm chose the light to generate shadows from with multiple
> light sources? The algorithm in ParallelSplitShadowMap::cull appears to
> chose the last light in
> orig_rs->getPositionalStateContainer()->getAttrMatrixList();. I am not
> familiar with this container, what is it supposed to contain? What does
> chosing the last light in the container mean as a default?
>
> 3. Are there plans to add a setLight functionality?
>
> Thank you,
> Virginia
> _______________________________________________
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>
--
********************************************
Adrian Egli
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