<div dir="ltr"><div>Hi Gedalia,</div><div><br></div><div>is this implementation of the cascaded shadows map something public or you can share , or it is proprietary<br></div></div><br><div class="gmail_quote"><div dir="ltr">On Tue, Oct 30, 2018 at 4:47 AM Gedalia Pasternak <<a href="mailto:gpasternak@mak.com">gpasternak@mak.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div dir="auto">Thanks Terry, yes that’s my exact problem, I have a cascaded shadow map system for a directional light, where objects just outside the shadow map frustra don’t alway cast into the shadow map. I’ll take a look at the view class.</div></div><div><div dir="auto">Gedalia </div><br><div class="gmail_quote"><div dir="ltr">On Mon, Oct 29, 2018 at 5:06 PM Terry Welsh <<a href="mailto:mogumbo@gmail.com" target="_blank">mogumbo@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Gedalia,<br>
If I understand the original question correctly, you're not seeing<br>
shadows that are cast by off-screen objects. I had that exact problem<br>
back around 2006 and Robert solved it with the introduction of the<br>
View class. Sorry, I don't remember the details beyond that and can't<br>
find our old discussion archived anywhere.<br>
- Terry<br>
<br>
> Hi Gadalia,<br>
><br>
> The OSG doesn't culling per Camera with each camera's own view frustum used<br>
> for culling, this means the shadow camera should only cull things that are<br>
> in it's frustum. If it's culling objects that you think should be in the<br>
> frustum then perhaps it's just set up with the wrong projection matrix<br>
> settings.<br>
><br>
> Robert<br>
><br>
> On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak <<a href="mailto:gpasternak@mak.com" target="_blank">gpasternak@mak.com</a>> wrote:<br>
><br>
> ><br>
> > Hi List,<br>
> > I've noticed that when using a camera for shadow casting it can often cull<br>
> > out objects that are just outside of the frustum but cast shadows into the<br>
> > scene. Is there any way to decouple the camera frustum culling calculation<br>
> > from the rendering one, even just increasing the culling frustum size by<br>
> > 10-15% might help.<br>
> > Thanks<br>
> > -Gedalia<br>
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</blockquote></div></div>-- <br><div dir="ltr" class="m_-7656150161360661835gmail_signature" data-smartmail="gmail_signature"><div dir="ltr">DI-Guy Engineering Lead, <span style="font-family:arial,sans-serif;background-color:rgb(255,255,255)"><span style="font-size:9pt;line-height:13px;color:black">VT MÄK</span></span><br><span style="color:rgb(34,34,34);font-family:arial,sans-serif;font-size:13px;background-color:rgb(255,255,255)">150 Cambridge Park Drive, </span><span style="color:rgb(34,34,34);font-family:arial,sans-serif;font-size:13px;background-color:rgb(255,255,255)">3rd Floor, </span><span style="color:rgb(34,34,34);font-family:arial,sans-serif;font-size:13px;background-color:rgb(255,255,255)">Cambridge, MA 02140</span><span style="font-family:arial,sans-serif;background-color:rgb(255,255,255)"><br></span><br></div></div>
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</blockquote></div><br clear="all"><br>-- <br><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature">trajce nikolov nick<br></div>