Hello Carsten, would it be in general (and in the current implementation) possible to exclude nodes from receiving shadows? I was thinking about holding two separate lists for each ShadowViewport: - list of nodes to be excluded from casting - list of nodes to be excluded from receiving What do you think?
Thanks, Michael -------- Original-Nachricht -------- > Datum: Tue, 13 Dec 2011 17:54:45 -0600 > Von: Carsten Neumann <carsten_neum...@gmx.net> > An: opensg-users@lists.sourceforge.net > Betreff: Re: [Opensg-users] OpenSG1.8 - Shadows > 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 > > ------------------------------------------------------------------------------ > Systems Optimization Self Assessment > Improve efficiency and utilization of IT resources. Drive out cost and > improve service delivery. Take 5 minutes to use this Systems Optimization > Self Assessment. http://www.accelacomm.com/jaw/sdnl/114/51450054/ > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ------------------------------------------------------------------------------ Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users