Hi Robert,

Of course, I understand. Don't worry about my patience. :-)

I'm working with VDSM and different large city models to try to make it
work with each kind of complex environments. Very large values always make
me annoyed as they affect the depth precision as well as the
culling efficiency a lot. My own wish is to get the computation of light
frustum to be done in camera space rather projection space so that we won't
reply on the depth buffer values which has limited significant digits. At
present I'm looking for some possible implementations or papers but there
seems to be none (there is a 'forward shadow mapping' technique but lack
resource).

Please notify me before you decide to look at the submission. Maybe I could
have something new to contribute at that time.

Wang Rui


2012/4/23 Robert Osfield <[email protected]>

> Hi Daniel, Rui et. al,
>
> On 20 April 2012 21:40, Daniel Schmid <[email protected]>
> wrote:
> > I verified the submission submitted by Wang Rui in one of our current
> projects, there is a great addition of convenience and improvement.
> > I use it with very large paged terrain and it works great.
> >
> > TSM was only an possible extension Wang thought of adding at a later
> point in time. In the current submission there is no patent issue, so
> please consider the code.
>
> I was aware that the TSM code isn't included, it's simply that Rui's
> submission is just awaiting me having a clear slot to properly review
> the code.
>
> Over the last few weeks I've been juggling other tasks such as the
> website/server so I have only been merging other submissions that are
> quick to merge or fix significant bugs and build issues.  Submissions
> like Rui's work on ViewDependentShadowMap require a lot more time and
> dedicated thought on my behalf to make sure that all the changes are
> sound and that I understand them fully as this set of functionality is
> far more complex than the vast majority of other code in the OSG.
>
> So please be patient, the submission is very much on my TODO list :-)
>
> Robert.
> _______________________________________________
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> [email protected]
>
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>
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