wops .. mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace ,up)
On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Thanks Glenn, > > actually I was expecting this. I have the math to get the light direction > in view space, just the construction of the light matrix in view space > hurts my head a bit ( I missed that part of the class :-) ) > > vec3 lightDirInViewSpace; > vec3 lightPosInViewSpace; > mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+ > lightPosInViewSpace,up) > > Something like this? > > On Thu, Oct 20, 2016 at 4:04 PM, Glenn Waldron <gwald...@gmail.com> wrote: > >> There's your precision loss, you can't do that with ECEF coordinates or >> they will be truncated. >> >> Better idea: build your light matrix in view space on the CPU (instead of >> world space), and then use it on the view-space vertex in the shader. >> (You'll have to update it every time the camera moves, of course.) >> >> >> Glenn Waldron >> >> On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK < >> trajce.nikolov.n...@gmail.com> wrote: >> >>> Hi Glenn, >>> >>> vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL); >>> worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 ); >>> >>> Part of VP >>> >>> On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron <gwald...@gmail.com> >>> wrote: >>> >>>> Nick, how did you calculate "worldSpaceVertex"? >>>> >>>> Glenn Waldron >>>> >>>> On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK < >>>> trajce.nikolov.n...@gmail.com> wrote: >>>> >>>>> hehe .. ok :-) .. Maybe you give me a hint. >>>>> >>>>> I have F+ lighting (written by a friend of mine) and I have extended >>>>> it so local lights cast shadows (a bit of complex code - relatively >>>>> actually, but for me it is ;-) ). Works well for flat terrains with >>>>> reasonable sizes. I am trying to make it work with ECEF terrain (for >>>>> testing I use osgearth). The debug code works just fine, I am seeing the >>>>> renderings from the local lights are correct, so the light view matrix >>>>> passed to the shader is correct, but getting z-fights with >>>>> setInternalFormat(GL_DEPTH_COMPONENT); only. Here is my setup for the >>>>> RTT (it is texturearray): >>>>> >>>>> http://pastebin.com/Nnc2iA1F >>>>> >>>>> With DEPTH32bit (really naive approach, I "was" thinking fast the >>>>> increase of the DEPTH precision will solve this issue, just recently >>>>> started with reading papers and I must admit I am not a "shadowing >>>>> expert"). >>>>> >>>>> Further, I am calculating the Light View Matrix and passing it to the >>>>> shader - this one is correct as well, since I am seeing the light in the >>>>> scene with the z artifacts as I mentioned .... and this is my GLSL >>>>> snippet: >>>>> >>>>> http://pastebin.com/r2W0gh0L >>>>> >>>>> I am trying to get it done as simple as is ... meanwhile found this: >>>>> >>>>> http://developer.download.nvidia.com/SDK/10/direct3d/Source/ >>>>> VarianceShadowMapping/Doc/VarianceShadowMapping.pdf >>>>> >>>>> that looks promising and apparently should help with the Z issues. >>>>> >>>>> This is my story for now, any hints are highly appreciated !!!!! >>>>> >>>>> And thanks a bunch for so far! >>>>> >>>>> Cheers, >>>>> >>>>> On Thu, Oct 20, 2016 at 2:56 PM, Voerman, L. <l.voer...@rug.nl> wrote: >>>>> >>>>>> yes? >>>>>> we use a variation on OpenSceneGraph\src\osgShadow\P >>>>>> arallelSplitShadowMap.cpp >>>>>> regards, Laurens. >>>>>> >>>>>> On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK < >>>>>> trajce.nikolov.n...@gmail.com> wrote: >>>>>> >>>>>>> Hi Laurens, >>>>>>> >>>>>>> do you have experience with DEPTH32bit and shadowcomparation set to >>>>>>> true - for shadow mapping? >>>>>>> >>>>>>> On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK < >>>>>>> trajce.nikolov.n...@gmail.com> wrote: >>>>>>> >>>>>>>> Hi Voerman, >>>>>>>> >>>>>>>> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot! >>>>>>>> >>>>>>>> Trajce >>>>>>>> >>>>>>>> On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. <l.voer...@rug.nl> >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Hi Trajce, >>>>>>>>> maybe this sniplet helps? >>>>>>>>> _textureDepthBuffer = new osg::Texture2D; >>>>>>>>> _textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage, >>>>>>>>> _height+2.0f*_height*_guardBandPercentage); >>>>>>>>> _textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT); >>>>>>>>> _textureDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT32); >>>>>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MIN_FILTER,os >>>>>>>>> g::Texture2D::NEAREST); >>>>>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MAG_FILTER,os >>>>>>>>> g::Texture2D::NEAREST); >>>>>>>>> _textureDepthBuffer->setShadowComparison(false); >>>>>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_R,osg::Textu >>>>>>>>> re::CLAMP_TO_EDGE); >>>>>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_S,osg::Textu >>>>>>>>> re::CLAMP_TO_EDGE); >>>>>>>>> >>>>>>>>> // camera >>>>>>>>> _colorDepthCamera = new osg::Camera; >>>>>>>>> _colorDepthCamera->setStats(new osg::Stats("Camera")); >>>>>>>>> _colorDepthCamera->setName("colorDepth"); >>>>>>>>> _colorDepthCamera->setClearMask(GL_COLOR_BUFFER_BIT | >>>>>>>>> GL_DEPTH_BUFFER_BIT); >>>>>>>>> _colorDepthCamera->setReferenceFrame(osg::Transform::RELATIVE_RF); >>>>>>>>> // set viewport >>>>>>>>> _colorDepthCamera->setViewport(0,0,_width+2.0f*_width*_guard >>>>>>>>> BandPercentage,_height+2.0f*_height*_guardBandPercentage); >>>>>>>>> _colorDepthCamera->setRenderOrder(osg::Camera::PRE_RENDER,0); >>>>>>>>> _colorDepthCamera->setRenderTargetImplementation(osg::Camera >>>>>>>>> ::FRAME_BUFFER_OBJECT); >>>>>>>>> _colorDepthCamera->attach(osg::Camera::DEPTH_BUFFER, >>>>>>>>> _textureDepthBuffer.get(),0,0,false,0,0); // depth >>>>>>>>> _colorDepthCamera->attach(osg::Camera::COLOR_BUFFER, >>>>>>>>> _textureColorBuffer.get(),0,0,false,_msaa,_msaa); // color >>>>>>>>> regards, Laurens. >>>>>>>>> >>>>>>>>> On Wed, Oct 19, 2016 at 11:15 PM, Trajce Nikolov NICK < >>>>>>>>> trajce.nikolov.n...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> Hi Community, >>>>>>>>>> >>>>>>>>>> anyone with clue how to set RTT osg::Texture with 32bit DEPTH? >>>>>>>>>> >>>>>>>>>> Thanks a bunch as always! >>>>>>>>>> Cheers, >>>>>>>>>> Nick >>>>>>>>>> >>>>>>>>>> -- >>>>>>>>>> trajce nikolov nick >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> osg-users mailing list >>>>>>>>>> osg-users@lists.openscenegraph.org >>>>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>>>>>>>> cenegraph.org >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> osg-users mailing list >>>>>>>>> osg-users@lists.openscenegraph.org >>>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>>>>>>> cenegraph.org >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> -- >>>>>>>> trajce nikolov nick >>>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> -- >>>>>>> trajce nikolov nick >>>>>>> >>>>>>> _______________________________________________ >>>>>>> osg-users mailing list >>>>>>> osg-users@lists.openscenegraph.org >>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>>>>> cenegraph.org >>>>>>> >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> osg-users mailing list >>>>>> osg-users@lists.openscenegraph.org >>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>>>> cenegraph.org >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> trajce nikolov nick >>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> osg-users@lists.openscenegraph.org >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>>> cenegraph.org >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >>>> >>> >>> >>> -- >>> trajce nikolov nick >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>> cenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > trajce nikolov nick > -- trajce nikolov nick
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