Switch to LispSM

pull/302/head
AnyOldName3 7 years ago
parent 76e8a0b768
commit 99f6a1b8e1

@ -213,24 +213,31 @@ namespace MWRender
settings->setCastsShadowTraversalMask(Mask_Scene|Mask_Actor|Mask_Player);
settings->setReceivesShadowTraversalMask(~0u);
settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
settings->setBaseShadowTextureUnit(1);
settings->setMinimumShadowMapNearFarRatio(0);
settings->setNumShadowMapsPerLight(1);
//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
//settings->setBaseShadowTextureUnit(1);
//settings->setMinimumShadowMapNearFarRatio(0);
//settings->setNumShadowMapsPerLight(1);
//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP);
//settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT); // ignored
//settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
//settings->setDebugDraw(true);
settings->setPerspectiveShadowMapCutOffAngle(0);
settings->setShaderHint(osgShadow::ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER);
//settings->setPerspectiveShadowMapCutOffAngle(0);
//settings->setShaderHint(osgShadow::ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER);
int mapres = 2048;
settings->setTextureSize(osg::Vec2s(mapres,mapres));
osgShadow::ShadowTechnique* tech = new osgShadow::ViewDependentShadowMap;
osgShadow::MinimalShadowMap* tech = new osgShadow::LightSpacePerspectiveShadowMapDB();
shadowedScene->setShadowTechnique(tech);
tech->setMaxFarPlane(0);
tech->setTextureSize(osg::Vec2s(mapres, mapres));
tech->setShadowTextureCoordIndex(1);
tech->setShadowTextureUnit(1);
tech->setBaseTextureCoordIndex(0);
tech->setBaseTextureUnit(0);
//mRootNode->addChild(sceneRoot);
shadowedScene->addChild(sceneRoot);
mRootNode->addChild(shadowedScene);

Loading…
Cancel
Save