10:34 AM
Subject: Re: [osg-users] How to document osgShadow?
http://video.google.de/videoplay?docid=-2515828172031927314q=parallel+splitted+ei=AvUrSNzHKIaG2wLc1-TVCQ
please test this latest PSSM implementation (ATI, NVidia,..)
second questions is, how should i document this shadow
Hello Adrian,
Nice video, I suppose the different shadow colors are to show where the
split occurs?
please test this latest PSSM implementation (ATI, NVidia,..)
Which latest PSSM implementation? The one in OSG as of right now?
On my GeForce 8800 GTX, OSG from SVN (after 2.5.0)
osgshadow
Hi Adrian,
Example osgshadow --pssm -1 | -2 | -3 works (i see shadows moving
correctly) on Windows XP, NVidia GeForce 7800 GTX.
I just tested again with the other scenes.
-1 : Not sure what I'm supposed to see, I just see a big grey plane that
changes shades of grey. I don't see any shadow
Hi again,
I tested code which Adrian attached in his email.
Ah, silly me, I hadn't seen the attachment. I'll retest in a few
minutes. Sorry about that.
J-S
--
__
Jean-Sebastien Guay[EMAIL
Hi Wojtek, Adrian,
I retested with --screen 0 and indeed
osgshadow --pssm -1 | -2 | -3 --screen 0 does not flicker. Interesting
isn't it ? I don't know much about PSSM implementation but it must be
view dependent somehow. So if its not carefully prepared for multi view
use some resources
I could submit modifications to the osgshadow source code
with appropriate comment paragraphs explaining how to use each class.
Sprinkling comments in the example code would help a lot.
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From: Wojciech Lewandowski
Sent: Tuesday, May 13, 2008 12:35 PM
Hi Ben, J-S, and All,
I have recently fixed SSM debuging HUD. Its now functional. I think this
is quite useful option that is worth some presentation to wider audience.
What is this HUD? It sounds very interesting,
Hi Ben,
Ouch, I my bad. I used SSM name and it was interpreted as SoftShadowMap. I
meant standard shadow map. SSM is commonly used in various shadowing papers
as an acronym for uniform shadow map.
So to clarify I made my fixes for osgShadow::ShadowMap and thats what I
meant by SSM. Debug
Hi Wojtek,
I am bit surprised to see my name called out. Of course its a pleasure and I
am ready to help but I am not an author of any technique. I took part in
many discussions and sent few fixes for SSM.
You also mentioned you were working on a LiSPSM implementation! Any news
on that? :-)
Hi J-S,
I am bit surprised to see my name called out. Of course its a pleasure
and I
am ready to help but I am not an author of any technique. I took part in
many discussions and sent few fixes for SSM.
You also mentioned you were working on a LiSPSM implementation! Any news
on that? :-)
Hello Wojtek,
I got my company permission to publish it. The thing is rather complex
and I need to create convincing demo to show how to use it. I can post
technique classes as is but I doubt anyone will be able to take
advantage. I will be doing this demo in incoming weeks.
Excellent, I
Ben,
I promised to answer some of your questions today. Some time ago I was
studying SoftShadowMap code and I had the feeling that I understood it. But
today when I tried to look at this again to find the answers for your
questions about jitter scale and softness width I realized I am not so sure
Hi Ben,
Many thanks for offering to pitch in on the documentation side, not at
all the easiest tasks but valued no less.
A mixture of Programming Guide style articles and Doxygen Docs are
good ways, going the tutorial route is another. Tweaking the
osgshadow example so its more useful for
Alright. I have created a wiki page here, with my best attempt at documenting
what i've learned so far:
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
It would be really great if someone who actually /knows/ the code could fill in
things like:
* How do
Ben Discoe wrote on Tuesday 13 May 2008:
SSM definitely does not work on
my (fairly old) ATI Radeon 9800, perhaps this is due to
needing some specific modern shader capability?
On my harware (ATI mobility X300), only -st (shadow texture)
works.
From an earlier thread:
Jean-Sébastien Guay
-style
documentation in the osgshadow example code as a comment block at the top of
the file.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Ben Discoe
Sent: Monday, May 12, 2008 5:33 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] How
Hi Ben,
Wow, that was fast! :-)
It would be really great if someone who actually /knows/ the code could fill in
things like:
I wouldn't claim to know the code (I have only dabbled in it to try and
fix some things, not actually implemented any of it) but I had a go at
adding some info to
I've started working with osgShadow recently, and although i haven't found any
actual documentation, by studying the osgshadow example and by reading hundreds
of shadow-related messages in the archive, i've begun to understand it,
although many things remain mysterious.
I'd like to contribute
Hi Ben,
First of all, thanks for your willingness to contribute to documenting
parts of the OSG which are still pretty bleeding-edge! It's great to see
this kind of involvement.
About where to put documentation:
1. The wiki has a page:
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