Hi Adrian and Terry, New shadow algorithms need to be implemented as a subclass from osgShadow::ShadowTechnique for them to be considered for merging with SVN. All the hooks required to implement advanced techniques are available to the shadow techniques so it shouldn't cause any significant problems in implementing the PSSM as a ShadowTechniqiue.
The use of ShadowTechnique is important as it allows end users to trial out different techniques very easily and find the route which best suits their hardware and scene type. It is even possible that different techniques will be used by one application as they load up different scenes. I did review Terry's PSSM code and did consider porting it across to work as a ShadowTechnique, but alas I've just been snowed under be other work. The same is the case right now, while I'd love to see a good PSSM implementation checked into osgShadow I don't have the time to help out in this effort. Robert. On 9/18/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > 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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

