Hi.
I know OSG has built-in soft shadow mapping, but I'm not sure if it has
normal mapping.
I only know how to implement normal mapping in GLSL, but not how to combine
built-in OSG soft shadow mapping with custom normal mapping shader.
Please tell me how to do it.
Thanks.
Hello Peterakos,
Have you checked if the tangent space gives you correct results if
applied to lighting?
Also I don't understand what you need the tangent space for. Usually the
fragment's normal is what you already have in the normal-buffer, if
you doing some sort of deferred shading.
In
Hi,
Current state GraphicsWindowQt uses QTimer and function osgQt::setViewer for
rendering traversal. It's clever, because Qt and osg events get correctly
dispatched. But if fps drops, Qt Gui lags, mainly because some events (menu for
example) will request redraw. I want to render scene in
Hi,
I am just learning about the changes to the OpenGL integration in Qt 5.
The new way of dealing with OpenGL seems to be a lot less retarded than the
QGLWidget way. You can simply create a QOpenGLContext object in the render
thread and a QSurface object in the GUI thread and do
Hi Michael,
First of all you should search the forum for questions regarding shadow
mapping and custom shaders.
The general answer is:
Write your own vertex and fragment shaders and simply apply the shadow
mapping as in the stock shaders by applying the shadow term to your
lighting.
Look
I had another thought on this, Chris. Set a breakpoint in the Multiswitch
constructor and verify that the missing Multiswitch is being created under
both circumstances. Assuming that test passes, set a breakpoint in the
Multiswitch destructor, it should get hit when the missing Multiswitch is
Hello.
I use this method: http://www.john-chapman.net/content.php?id=8 for ssao pass.
For each fragment i create a hemisphere of samples. This hemisphere is
oriented based on fragment's normal, which means
the samples have to be oriented based on normal too.
The problem is that i cant be sure
robertosfield wrote:
Could you try the osgkeyboard example
Example works fine -- thanks for the tip! I've tracked the issue (in my code)
to masking against osgGA::GUIEventAdapter::KEY_Shift_L instead of (like the
example) osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT.
Thank you very much
i have a mesh and want to project several photo on the mesh . code is here:
osg::Switch *layer = new osg::Switch;
osg::Geode* leaf = 0;
if (!hasTexture){
leaf = createLeaf(points, numOfVert, tris,header.np);
layer-addChild(leaf);
}else{
osg::Group *group = new osg::Group;
for (unsigned int
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