Thanks robert, i will working on NVidea System (Friday) and i hope that i can fix the problems. The z fighting is a know problem, but i don't yet know wether it come with ati / nvidea.
i will fix it friday. regards adrian 2007/9/19, Robert Osfield <[EMAIL PROTECTED]>: > > Hi Adrian, > > To help things along I have gone ahead and merged your ShadowPSSM > implementation, but renamed it to ParallelSplitShadowMap to be in > keeping with the naming of the other shadow techniques. > > I have also added the PSSM enabling into osgshadow.cpp, but haven't > merged PSSM.cpp as I didn't know what to do with this. > > When enabling --pssm in osgshadow I get shadows, but also z fighting > artificats that suggest the polygon offset needs to be adjusted a bit. > Bascially glPolygonOffset is not a standardised quantity under OpenGL > so implementations vary, if you optimize for ATI it'll not work well > under NVidia and visa versa. We've seen this issue with osgText > before and made some tweaks to try and cope with the variance. See > src/osg/PolgyonOffset.cpp. It could be that the code in there that > tries to account for ATI might not be work well with recent drivers. > > Robert. > > On 9/19/07, Adrian Egli <[EMAIL PROTECTED]> wrote: > > Sorry Robert, > > > > i still fixed an issue this morning, and added also for debugging a > define > > for enable r,g,b for 3 split maps, to color them (DEBUG) > > > > regards adrian > > > > 2007/9/19, Adrian Egli < [EMAIL PROTECTED]>: > > > Hi Robert, > > > > > > i did some changes in latest implementation, i now i have a PSSM > variant > > which works quite well. I propose to check this implementation into > > osgShadow. Of course this is just the first version of our PSSM > > implementation, but we are still open to change the implementation is > > implemented it as a shadow technique as you mentioned. A future > > implementation can be the one Terry started some month ago, but i don't > know > > when he will be able to post a adapted version to our shadow technique > > abstraction. > > > > > > in the attachment we have to VS2003 project: > > > * First my test case, may we can add this as new example. > > > * Second is the osgShadow example from the SVN with changes i did, > marked > > with //ADEGLI > > > -> the source > > > -> test.bat, you can see what i tested, the test.ive is a database > > downloaded from > > > http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii > > > > > > others should test. some problem can cause the PolygonOffset, i tested > it > > on two different system with different GPUs, all under windows, i ll > test as > > soon as i have some minutes left also under os/x > > > > > > > > > > > > > > > /regards > > > > > > adegli > > > > > > > > > 2007/9/18, Robert Osfield <[EMAIL PROTECTED] >: > > > > > > > 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 > > > > > > > > > > > > > > > > -- > > > ******************************************** > > > 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 > -- ******************************************** Adrian Egli
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