thanks for the fix regards adrian
2010/10/24 David Callu <[email protected]>: > Hi Robert, > > Here a fix for pssm. > > Problem 1 : > With GLSL, multi pass to apply each shadow map is not required. > > > Problem 2 : > GLSL code use "shadow2DProj" build-in function to look up in shadow texture. > Projection is orthogonal so "shadow2D" build-in function is sufficient. > > Problem 3: > Bad calcul in > osgShadow::ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(..) > provide some visual error in specific configuration. > > > to reproduce pssm_bug.jpg, you need to add a light direction in > osgshadow.cpp example (done in joint osgshadow.cpp file) > then "osgshadow --noUpdate --pssm --maxFarDist 500 --minNearSplit 500 > --mapcount 6 --debug-colorĀ model_test.3ds" > > > As you can see in pssm_bug.jpg and pssm_fix.jpg, performance is really > better when Problem 1 is fixed. > > > Cheers > David Callu > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > -- ******************************************** Adrian Egli _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
