/** Convenience method for setting up multiple slave cameras that depth partition the specified camera.*/
bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);
/** Convenience method for setting up multiple slave cameras that depth partition each of the view's active cameras.*/
bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
(a) some objects behind the camera can cast shadow
(b) object aboive the camera can cast shadow
then i fixed the shadow map orientation, now screen x coordinate alinged which improve the quality"
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView
Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.
Updated various examples and Nodes to use SimulationTime where appropriate.