Thanks Rui,  I'm back doing a osg-submission purge right now so good
timing with the submissions.  I will probably keep running through the
low hang fruit and not tackle big submissions right away as I want to
get the code into a reasonably stable state for a dev release that
I'll make in the next few days then afterward look at more significant
changes such as the new shadow changes you've made.

On 22 May 2013 14:45, Wang Rui <[email protected]> wrote:
> Hi Robert and all,
>
> This is an updated version of the VDSM which is based on the previous
> version I've submitted in Febrary. New features will include:
>
> 1. Support for shadow mapping on huge terrain (like the earth). Original
> VDSM will be affected by the scene bounding sphere and have unsuitable
> splitting results. This version makes it much better.
>
> 2. Support shadow mapping coordinate calculation using either TexGen or
> texture matrices. Can be switched by setUseTexGen()
>
> 3. Support per-pixel lighting in PROVIDE_VERTEX_AND_FRAGMENT shader mode.
>
> This new patch includes all modifications I've made before. And hope it
> could be checked and merged soon if you think it usable. :-)
>
> Cheers,
>
> Wang Rui
>
>
> 2013/2/18 Wang Rui <[email protected]>
>>
>> Hi Robert,
>>
>> I'd like to submit my changes to ViewDependShadowMap, which will mainly
>> support Parallel-Split shadow map (PSSM), and support exact customizing of
>> the entire shadow mapping process. The osgshadow example is also modified to
>> support all new features, with a simple Variance shadow map (VSM)
>> implementation, and new debugging functionalities for displaying HUD shadow
>> textures and light space frustum. Some old interface are also replaced by
>> new ones.
>>
>> Developers can find in the CustomShadowMap.cpp about how to use
>> ShadowSettings callbacks to customize their own shadow techniques, including
>> defining shadow camera/textures, rewriting caster/receiver shaders,
>> computing own split distances, and adding extra post processors (for
>> fullscreen shadow blurring). It is even possible now to redirect the
>> shadowing result to a deferred pipeline.
>>
>> For a first glare, you may run osgshadow with the following arguments:
>>
>> Shadowed scene with PSSM, compatible with both fixed pipeline and shaders
>>   ./osgshadow --vdsm --num-sm 3
>>
>> Custom VSM implementation, compatible with PSSM
>>   ./osgshadow --vdsm --custom --num-sm 3
>>
>> Custom VSM with debugging information
>>   ./osgshadow --vdsm --custom --debugHUD --debug-frustum
>>
>> Future plans include efficiency improvement, SDSM implementation (much
>> better than PSSM) and other optimization we may think out.
>>
>> I believe most features and their combinations are proved to be usable in
>> my own tests and client work, but still with finger crossed to see if it
>> could be tested and merged, and would be helpful to the whole community. And
>> feedback and suggestions are always welcome. :-)
>>
>>
>
>
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