Hi Rui, Do you have any latest updates? I'm about to dive in and do a review.
Cheers, Robert. On 23 April 2012 16:52, Wang Rui <[email protected]> wrote: > 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. >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
