Hi, On Mon, 2007-03-26 at 17:03 +0200, Carsten Neumann wrote: > Hi, > > the "features to port" page mentions <subject> and I'd like to work on > it (this is something new for me, which might explain some of the > following questions). > - First, is somebody already working on this ?
kind of, more one level below ;-), I'm currently working on general stage handling things like stage data storage, execution control, and partition reordering. So I would like to finish this one first because it will change the way the Lightengines should work. > - I assume the correct way to have shadows in OpenSG 2 is by adding > additional ShadowMapEngines ? yes, this is the idea. > - To get an idea of how things should be done, I looked at > SimpleShadowMapEngine, but I have trouble to understand it. What > algorithm does it implement ? (Williams original approach, or something > more advanced ?) no it is just the simplest form of shadow maps. > - It seems to do three passes, with the functions doLightPass, > doAmbientPass, doFinalPass. Can I have a one sentence description of > what these functions do, please? (something like: doLightPass computes > the depth image of the scene as seen from the light source -- it > probably does not since it seems to run last, but this is quite > confusing as doFinalPass seems to run first ?? ). -lightPass : render the depthmap -ambientPass : render the scene with the shadow color -finalPass : render the scene with the lights enabled. The 'run first' part is one thing that is going to change (become more flexible). Currently partitions are executed in the reverse order they are created during traversal. Which is ok if a stage creates a single partition but results in the strange setup order you find for the shadow engine where the partition to run last has to be created first. But this is something I already changed in my tree so you can group partition and create them in the logical correct way (lightPass, ambientPass, finalPass) instead of the reverse way. > - In OSGRenderTraversalInit.cpp there is disabled initialization code > for ShadowSpotLight, ShadowDirectionalLight. Are these just convenience > wrappers for a light with a ShadowMapEngine, or is there more to them ? no they should be removed. These are leftovers from my first try and are superseded by the light engines. gerrit ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
