Hi Robert,
At the moment the 23 May version is ready for submission :-). So you can
update this version in SVN.
cheers
adrian
2008/5/27 Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
I have run out of day, in my day long merge spree, so I'll need to
start up again tomorrow, at which point
Hi All,
I'm not sure if it's commercially fair to talk about but I need to know your
personal choices. Which graphics hardware is considered to be flawless and
most compatible with OSG? (to be used with Windows XP and Intel
architecture)
Thanks for the patience,
Can
Should be careful, sorry.
2008/5/28 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
Depends on your own application, i am working with ATI and NVidia both are
rubost running with OSG. The question isn't really what kind of card is most
robust with OSG, better question is,
which vendor has
Hi Robert,
can you might post a screenshot of your terrain running with PSSM?
one trick would be to limit the frustum with the option --maxFarDist 250 for
250meter.
this will help to win performance, because we just render a smaller scene,
and the shadow quality become better. i guess we don't
Ok, i will do a review. May there is still a newer version of PSSM on the
other developing system.
cu adrian
2008/5/28 Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
I forgot to mention, on review I spotted that you'd added a:
osg::Light* _userLight;
Which raises a red flag, as a possible
Hi Adrian,
I have run out of day, in my day long merge spree, so I'll need to
start up again tomorrow, at which point I'll check out your latest
changes. If you have any further updates to the ones sent of the
23rd May please just send them through,
Cheers,
Robert.
On Fri, May 23, 2008 at
Adrian Egli OpenSceneGraph (3D) wrote on Wednesday 21 May
2008:
test
osgshadow --pssm --SingleThreaded --no-base-texture
# osgshadow --pssm --SingleThreaded --no-base-texture
starting viewer loop...
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all,
i still come around with some changes. :-) now the near - far clip plane
are more optimized, but i hope it's shows still correct shadows for all
of your test cases.
Its updated with latest PSSM version (from this morning,MEZ)
Hi all again,
now i came from ATI X1600M test, same artifact as you described, small
shadowed line. i will try to figure out where it comes from. i guess we have
to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be.
may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia.
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
thanks
2008/5/19 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
this version isn't working, well. so the last version is working. you have
an
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
WinXP SP2 NVIDIA FX5700:
I can see shadows, in the first test as red or green ones, the other
ones as
did you used demo.bat ?
2008/5/20 Ralph Kern [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
WinXP SP2 NVIDIA FX5700:
I can see
I see: in your demo.bat the line setting the file path is commented out:
REM set OSG_FILE_PATH=.;DATA
removing the REM shows the scenes 1 .. 3 correct on NVIDIA Geforce 5700
Win XP SP2.
on ATI Radeon X1600 Dual monitor the 1st and 3rd scene shows only a
small flickering outline where the
Hello Adrian,
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
Sorry, I was away for the weekend. I had to edit your demo.bat for two
things:
a) like Ralph, I removed the REM from the line that
Hi all, i have updated it with the latest info. removed rem and added
--screen 0
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
thanks for continuing testing.
adrian
2008/5/20 Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
Hi all windows USERS, did it
Adrian Egli OpenSceneGraph (3D) wrote on Sunday 18 May 2008:
ready to check in. please test
Hi Adrian,
I downloaded OSG 2.4.0 and replaced the 3 files:
osgshadow.cpp
ParallelSplitShadowMap
ParallelSplitShadowMap.cpp
by what you provided. In short, it doesn't work for me :-(
The ShadowTexture
Zoltán wrote on Monday 19 May 2008:
Adrian Egli wrote on Sunday 18 May 2008:
ready to check in. please test
The ShadowTexture (--st) is the only shadow technique
that works on my system (Linux openSuSE 10.3, ATI-X300
with proprietary fglrx driver), but this worked the same
with 2.3.4 (svn)
Adrian Egli OpenSceneGraph (3D) wrote on Monday 19 May 2008:
please retest
test with:
export OSG_Window=
osgshadow --pssm --SingleThreaded
same... I'll try with another Linux. Will take some time
bye
Zoltán
2008/5/19 Zoltán [EMAIL PROTECTED]:
Adrian Egli wrote on Sunday 18 May
this version isn't working, well. so the last version is working. you have
an issue with suse linux. they don't really support glsl shaders. !
2008/5/19 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
please retest
test with:
export OSG_Window=
osgshadow --pssm --SingleThreaded
i
Tested on:
NVidia 570M / dual core / windows vista
ATI X1600M / dual core / windows xp
regards
2008/5/18 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
Hi all
ready to check in. please test
regards adrian
2008/5/16 Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
would it
Hello Adrian,
would it be possible to submit the latest code into the
SVN repository.
I suggest you remove the --NVidia option as well in your submission, if
it's not required anymore it can be misleading to users.
J-S
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