Hi Terry, i don't know what robert requires of PSSM. The best and easiest would be to integrate it as a shadow technique, so the user can just change the shadow technique and that's it. Or ?
adegli 2007/9/17, Terry Welsh <[EMAIL PROTECTED]>: > > Do you know what Robert requires of PSSM to have it included in OSG? > Does it just need to be integrated with osgShadow? > -- > Terry Welsh - mogumbo 'at' gmail.com > www.reallyslick.com | www.mogumbo.com > > On 9/17/07, Terry Welsh <[EMAIL PROTECTED]> wrote: > > Well, I took a closer look. There are a few problems, but I still > > can't bring myself to try and fix them since they're problems I > > already fixed in my own shadow code. It would really be easier and > > faster to work from that code instead I think. How badly do you want > > to get this working? I can always send you the current version of the > > shadow code I have here. > > > > To be more specific, it looks like the big problems are 1. Shadow maps > > don't always cover all of the terrain (they leave some parts > > unshadowed) (this seems to depend on scene size), and 2. Off-camera > > objects don't always cast shadows. There are some other minor > > problems, but those are the big ones. > > - Terry > > > > On 9/17/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > > > hi Terry, > > > > > > i hope you can test the latest version of PSSM. it would be greate as > soon > > > as possible to integrate it > > > > > > > > > > > > * GLSL Shader: generate automatically for 1..n splitting maps > > > * some changes for better frustum splitting > > > > > > *** PLEASE test it on your databases **** > > > > > > attached some tests screenshots. if you have some bugs, please (A) > report it > > > or (B) fix it and send me the updated source code. > > > > > > Tested on ATI X1600, 256MB, mobile macbookpro > > > > > > thanks for testing > > > > > > adrian > > > > > > > > > 2007/9/15, Adrian Egli < [EMAIL PROTECTED]>: > > > > Hi latest version, > > > > > > > > (1) NVidea Cards, the setting of the Polygon offset seems to be not > > > correct on my ATI it's seems to be correct (looks nice) > > > > please test and check for good values, i don't now a good value > for > > > this > > > > (2) GLSL shader has to be generated dynamic, if we change the number > of > > > split planes > > > > the version no longer need any IF in the GLSL shader, this > makes the > > > good a little bit different form the suggestion in the paper PSSM > > > > (3) try it out and test > > > > > > > > pssm --help > > > > > > > > enjoy and have a nice weekend, i will be not online till monday. if > you > > > have some ideas, fixes etc please send me the new code. then i will be > able > > > to test it > > > > out. i hope for next osg release we will have a good and robust PSSM > > > implementation what would be greate. > > > > > > > > the next version of PSSM would have project maps, at the moment it > > > supports just directional lights > > > > > > > > /adegli > > > > > > > > > > > > > > > > 2007/9/14, Adrian Egli < [EMAIL PROTECTED]>: > > > > > > > > > hi, > > > > > > > > > > i will post the first version of the PSSM for a sun as directional > > > lights. > > > > > > > > > > Please help in test, debug, and optimisation, than we can > integrate it > > > into OSG core, i would like doing this as soon as possible. > > > > > > > > > > call in a console... > > > > > PSSM --help > > > > > > > > > > example > > > > > PSSM.exe dumptruck.osg --noUpdate --mapcount 3 > > > > > PSSM.exe dumptruck.osg --noUpdate --mapcount 3 --NO-DEBUG > > > > > > > > > > > > > > > * we need a better GLSL shader ! My version isn't yet good enough > (and > > > robust) > > > > > > > > > > * i guess there is still a little bug, the near-far clipping plane > for > > > the each camera (shadow) > > > > > > > > > > * ... > > > > > > > > > > others > > > > > > > > > > thanks for help > > > > > > > > > > > > > > > / adrian > > > > > > > > > > -- > > > > > ******************************************** > > > > > Adrian Egli > > > > > > > > > > > > > > > > > > > > > -- > > > > ******************************************** > > > > Adrian Egli > > > > > > > > > > > > > > > > -- > > > ******************************************** > > > Adrian Egli > > > > > > > > > -- > > > ******************************************** > > > Adrian Egli > > > > > > -- ******************************************** Adrian Egli
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