Hi Robert,

The crash is because of my own fault and don't worry about it now. :-)

I'm still thinking of more ideas about the shadow rendering, for example we
could output the shadow texture separately for screen-space blurring or
later use in a deferred shading framework. And the light frustum may be
divided into small pieces according to the view point instead of light
source for efficiency need. I'd like to contribute these in case I
implement one or more them in future.

I plan update the osgshadow example to demonstrate/test large scene
shadowing work some time later, maybe this weekend.

Wang Rui


2012/3/15 Robert Osfield <[email protected]>

> Hi Rui,
>
> The changes look reasonable and are now checked into svn/trunk.
>
> On the topic of the crash I don't have an ideas as to the cause, could
> you provide more details on the crash and stack trace for it.
>
> Cheers,
> Robert.
>
> On 14 March 2012 08:19, Wang Rui <[email protected]> wrote:
> > Hi Robert,
> >
> > I'd like to submit a slightly modified version of the
> > ViewDependentShadowMap. It includes two fixes: one is
> > in ComputeLightSpaceBounds::update(), which changes the statement "if
> > (v.z()<0.0f)" to "if (v.z()<-1.0f)" as clipping space coordinates should
> be
> > transformed to [-1, 1] and should not be discarded unless they go beyond
> the
> > range; the other is
> > in ViewDependentShadowMap::computeShadowCameraSettings(), in which I
> changed
> > the line:
> > viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin,
> > frustum.center, lightUp);
> > to
> > viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin,
> > frustum.center+positionedLight.lightDir*zMax, lightUp);
> >
> > The reason I've done such a change is that for huge scenes like a city on
> > the earth, the values of frustum.center can be extremely large, but zMin
> may
> > be very small (e.g., when model depth in light coords equals the model
> > radius by chance) in some cases so the result of (eye - center) might
> jiggle
> > while moving around the shadow scene and thus make the shadow map
> suddenly
> > disappear some time. The small change here also considers the effect of
> zMax
> > to avoid such problems.
> >
> > Another problem I've encountered while testing shadowed scene within RTT
> > cameras is that the program may crash when quitting, but a msleep() in
> > the destructor seems to avoid it. I don't know the actual reason but
> believe
> > such an unstable way is not suitable so not going to submit it this time.
> > :-)
> >
> > Cheers,
> >
> > Wang Rui
> >
> >
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
> >
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