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void SceneManager::getMinMaxDepthRange( const Frustum *shadowMapCamera,
Real &outMin, Real &outMax ) const
{
if( !mCurrentShadowNode )
{
outMin = 0.0f;
outMax = 100000.0f;
}
else
{
mCurrentShadowNode->getMinMaxDepthRange( shadowMapCamera, outMin, outMax );
}
}
Any ideas of how to proceed? Would it make sense to have a mCurrentCompisitorNode instead of a specific shadow node and the obvious virtuals. This would be set when each node is executed and then it could be up to the node to work out the current depth range? Having said that the scene_depth_range is more complicated than the shadow depth, as we want the max depth range to be equal to the furthest object in the current frustum we are trying to render, not necessarily the max camera render distance.... I think!