Added a ShadowTechnique::computeOrthogonalVector(const osg::Vec3& direction) const method for helping compute an appropriate

up vector to setViewMatrixAsLookAt(..) codes in osgShadow.  This will addresses previous issues that occured when look vectors
co-incided with the hard coded up vectors.
This commit is contained in:
Robert Osfield
2010-03-01 13:00:04 +00:00
parent 42a050e87c
commit ba3971bb45
4 changed files with 19 additions and 5 deletions

View File

@@ -187,7 +187,7 @@ void ShadowTexture::cull(osgUtil::CullVisitor& cv)
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
_camera->setViewMatrixAsLookAt(position,bb.center(),computeOrthogonalVector(bb.center()-position));
// compute the matrix which takes a vertex from local coords into tex coords
@@ -221,7 +221,7 @@ void ShadowTexture::cull(osgUtil::CullVisitor& cv)
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
_camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
_camera->setViewMatrixAsLookAt(position,bb.center(),computeOrthogonalVector(lightDir));
// compute the matrix which takes a vertex from local coords into tex coords