Hello Michael,

On 12/13/2011 05:27 AM, Michael Raab wrote:
>> What shadow mode are you using? What artefacts are you getting?
>
> This issue seems to be not directly related to a special shadow mode. I've 
> tried all available and the result looks more or less equal.
> To show the problems I've uploaded two example screenshots of my current test 
> environment, which consists of the following items:

thanks for the images.
I've made a mistake in my previous message, I thought that the exclude 
nodes exclude shadow casting and receiving, but after looking at the 
code a bit they are only excluded from casting shadows, sorry about the 
wrong info earlier.
Also, some shadow modes (PCSS, Variance) do not support point lights and 
it looks as if your light source is a point light.
Adjusting the polygon offset/bias may also be necessary to avoid self 
shadowing depending on the size of your scene and the near/far settings 
used.

> - Large sky sphere around everything (blue)
> - A test buggy geometry at (0,0,0)
> - A ground plane (green)
> - A grid slightly above the ground plane (yellow)
> - A light source for shadows located at (-1000, -1000, -1000) ->  somewhere 
> left below the visible scene
>
> The nodes for sky sphere and grid were added to the excludeNodes list of the 
> Shadowviewport. But somehow the grid seems to throw a shadow on the ground 
> plane and the sky seems to have some shadow of the ground.
>
> The exclude node technique should work recursively also, right? So if I add a 
> single node to that list, the whole sub tree should have been excluded from 
> shadowing. Correct?

yes, it simply sets the trav mask of the exclude nodes to 0 so the 
renderer stops there.

Hmm, I'm not sure what is causing the artefact on the sky dome, but 
given that your light source seems to be below the terrain, it could 
well be the shadow the terrain casts onto the sky dome - although only 
the top part of the cube seems to cast a proper shadow.
Do you have access yo an OpenGL debugger that allows you to take a look 
at the FBO attachments to see if the shadow map looks reasonable?

        Cheers,
                Carsten

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