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The osgShadow NodeKit is now underway and will be integrated into core OpenSceneGraph and all going well will be part of the next release - OpenSceneGraph-1.3. We don't have a release date for this release, so if your impatient, check up on progress by sending a querry to the osg-users mailing list. The code will first be available in the CVS version of the OpenSceneGraph.
Deliverables for the first release of osgShadow are:
MUST HAVE
- light sources
- the parts of the scene being shadowed
- the parts of the scene which cast shadows
- a mechansim for specifying the shadow techniques/implementations
- a mechansim for specifying the options required to configure the different shadow techniques
- stencil volume shadows
Could have
- shadow textures
- shadow maps
- parallel split shadow maps
Existing implementations that can be used as source materialStencil Shadow Volumes implementations:
Online resource that are a good source of information about the various shadow techniques
Recent mailing list threads on shadows
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