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. :-) >> >> > > > _______________________________________________ > 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
