I kept thinking about this, and I was just discussing it with Murat. Something very important to stand out is that OGRE 2.X IS NOT SET IN STONE.scrawl wrote:I realize that with the improvements already made to shadow mapping in 2.0, most users will be happy with the default algorithms, but don't see any reason to take away freedom here.
And I don't think that "just modify upstream code" is an adequate answer here. It's awful having to maintain a private copy of something as big as Ogre.
Having to modify upstream code usually indicates a design flaw.
It's a work in progress that's already very stable and we'd like people to try it out. We also want to release an (alpha?) package as soon as possible so that people can compile and try it (I don't want to give a time frame estimate to avoid building expectations, but we do have an internal dead line we'd like to meet).
We're prioritizing. If demand for customizable shadow camera setups grows, or an user offers (or even myself) to do it, this could be improved perhaps in Ogre 2.1, 2.2; or in Ogre 2.0 r2.
We have a lot of work and shadows are working very well now, so I'm focusing my efforts on other areas that need more attention to get a more robust Ogre 2.0 ready for production.