Hello,

currently I'm working on a shader shadow engine example and have realized that 
the light information is not available in the shader as I expected. I did 
expected that the OSGLightNActive variables are defined and that the OpenGL 
light structure gl_LightSource is valid. The reason is, imho, that the 
Light::renderEnter method does not perform any action, but  delegates all the 
work to the engine's runOnEnter method. Obviously the ShaderShadowMapEngine:: 
runOnEnter does not care about that.

I have a couple of Questions for that:

1. Is my analysis correct?
2. Is it a bug or is it intentional?

I'm planning to use more lights than the 8 OpenGL standard lights. Additionally 
these lights may carry some extra information compared to the standard ones. In 
the end, I would like to have an uniform buffer object that does contain all 
the light information in an array of light structures.

3. How would you design such a scenario?

I have not yet understand what would be the correct place to setup the UBO of 
the lights. I would like to use light cores/chunks as usual in my scene graph, 
i.e. not  bypassing the system by directly defining the UBO myself. I could 
imagine that a core at the top the scene graph could be responsible for 
accumulation of the light information and setting up the UBO for shader based 
rendering.

Finally, I'm heading to use a shadow map engine that I'm planning to write that 
performs shadowing on these lights.

I would really appreciate some help on these two related topics.

To be clear, the problem with the OSGLightNActive and the gl_LightSource 
structure relates to the simple first example with the ShaderShadowMapEngine  
that I'm writing. I did have  tried to use an off- the-shelf light shader and 
it did not work, because of the missing information. But what I really would 
like to solve is the scenario with many shadowing lights in a forward rendering 
approach.

Best,
Johannes

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