Re: [osg-users] Shadow Traversal Mask
Hi Sajjadul, On 21 December 2011 01:43, Sajjadul Islam dosto.wa...@gmail.com wrote: I used to know that shadow mapping is view-dependent. You have ViewDependentShadowTechnique as a subclass of the shadow technique and in turn DebugShadowMap subclass of ViewDependentShadowTechnique. The new ViewDependentShadowMap technique written by is me isn't related to the older ViewDependentSadowTechnique/DebugShadowMap collection of classes. The new ViewDependentShadowMap class inherits directly from ShadowTechnique. I would not recommend getting too engrosed in the old ViewDependentSadowTechnique related classes as they over complicate things significantly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadow Traversal Mask
Hi Sajjadul, On 20 December 2011 07:38, Sajjadul Islam dosto.wa...@gmail.com wrote: In the osgshadow example there is static int defined as follows: static int RecieveShadowTraversalMask = 0x1 There are several other variables that has been initialized in this manner. Is it some kind of enumeration you did ? Some explanation will be helpful if i have to implement a new shadowing technique I didn't write this code, but merged it in from a community submission. Personally I don't favour using a static int such as used in osgshadow. The use of the max in this instance is to tell the shadow techniques which subgraphs are to be shadow casters and which are to be shadow receivers. Not all techniques use this masks but it can be useful hint to help some techniques cut down on the extents of the shadow maps. Have a look at osgShadow itself for illustrations of how to implement your own shadow technique. Before you dive in too deep I would recommend look at the svn/trunk version of osgShadow as it contains a new more power shadow technique, ViewDependentShadowMap, that implements a perspective, orthographic shadow map and parallel split shadow maps a done with a more robust extents and perspective shadow map computation than we've previously had with the likes of LightSpaceShadowMap and other similar view dependent shadow map techniques. It may well be that this new technique provides all the features you need. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadow Traversal Mask
Hi Robert, Thanks for the suggestion. I am trying to implement variance shadow mapping technique and i have checked that it is not implemented in osgShadow. It will be really nice to implement it in osg and upload it in the repository. I used to know that shadow mapping is view-dependent. You have ViewDependentShadowTechnique as a subclass of the shadow technique and in turn DebugShadowMap subclass of ViewDependentShadowTechnique. Then you have another class ShadowMap a subclass of ShadowTechnique. Is it also view independent or not ? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44428#44428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow Traversal Mask
Hi, In the osgshadow example there is static int defined as follows: static int RecieveShadowTraversalMask = 0x1 There are several other variables that has been initialized in this manner. Is it some kind of enumeration you did ? Some explanation will be helpful if i have to implement a new shadowing technique Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44423#44423 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org