modifications of the osgShadow header naming styles as well. The
osgDB::Serializer header is also changed to add new Vec2 serializer
macros because of the needs of osgShadow classes. It should compile
fine on both Windows and Linux. But I have only done a few tests to
generate .osgb, .osgt and .osgx formats with these new wrappers."
"Soft shadow mapping is basically the same as hard shadow mapping beside that
it uses a different fragment shader.
So for me it makes sense that osgShadow::SoftShadowMap is derived from
osgShadow::ShadowMap, this makes it easier to maintain the two classes.
Additional SoftShadowMap also provides the same Debug methods as ShadowMap."
"I have adapted to osgShadow the soft shadow map technique described in "Efficient Soft-Edged Shadows Using Pixel Shader Branching" by Yury Uralsky, Chapter 17 of GPU Gems 2 (Matt Pharr ed. Addison-Wesley).
Here is my code in attachment: basically, it works in the same way as osgShadow/ShadowMap (core code is copied from it) but implements a specific GLSL shader for the soft rendering of penumbra.
I have tested it under Linux with a NVidia graphic card, but there should be no dependency on platform nor on the graphics driver (as far as they support GLSL 2). Screenshots attached show the current results (frame rate bound to v-sync, but the shader takes actually not much time)."