Hi all,
I'm working on a solar system component in Ogre-Next. Planets and moons orbit a sun at huge distances (orbital radii in the hundreds of thousands of units, farClip 1,000,000 in space).
When the player lands on a planet or moon, I freeze it. I snap farClip down to 5000 and enable PSSM shadows with lambda=0.95 for tight cascade coverage on the surface.
The problem: the scene's overall AABB is enormous (the whole solar system), and the shadow camera frustum seems to be influenced by that even though the player is only ever within a 5000 unit radius of the frozen body's surface.
Questions:
- Is there a way to explicitly constrain the PSSM shadow camera's focus region to a specific world-space AABB (e.g. centred on the frozen planet, radius 5000) so it ignores the rest of the solar system geometry entirely?
- Should I be using a dedicated shadow-only compositor workspace for the surface, or is tuning the ShadowTextureDefinition (pssmLambda, split points, etc.) the right approach?
- Is there anything in the CompositorShadowNodeDef or SceneManager I should set to exclude out-of-range objects from shadow caster culling when farClip is small but the scene AABB is huge?
Thanks a lot!
Best Regards
Lax
