Adrian Egli wrote: > For those you are interest in see how the latest version looks like...
There is a slight compile issue with gcc: ShadowPSSM.cpp: In member function 'virtual void osgShadow::ShadowPSSM::init()': ShadowPSSM.cpp:196: error: 'class osg::Texture2D::FilterMode' is not a class or namespace ShadowPSSM.cpp:196: error: 'LINEAR' was not declared in this scope Line 196 of ShadowPSSM.cpp needs to refer to osg::Texture2D::LINEAR. Paul > > > 2007/9/21, Adrian Egli <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>: > > No problem, i played arround and got new variant of shading. the > latest version is using antialised shadow mapping, of course it > needs some calculation's for doing this, but the result looks much > nicer. > > latest pssm code will be posted as soon as i will have more time > left. i will send just the latest implementation, robert you don't > have to merge it. i will do it next week. > > > /adegli > > 2007/9/21, Robert Osfield <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]>>: > > Hi Adrian, > > I understand the technique enough to comment I'm afraid. > > Robert. > > On 9/21/07, Adrian Egli < [EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]>> wrote: >> Hi Roberts >> >> i am working on the texture selection in GLSL, but > unfortunately the >> gl_FragCoord.z is not for all situation between 0 .. 1. I n > some cases, >> if a triangles, has a visible part in the [near,far] range > and a hidden part >> behind the current viewing camera near, the value is from > x..1, with x > 0. >> Why is the value not >> from near .. far allways 0..1, is this an know ATI bug or do > i something >> missunderstand. Or should i add a special matrix? or how can > i fix this >> issue in fragment shader. >> >> /adegli >> >> >> 2007/9/19, Adrian Egli <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]>>: >> > 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] > <mailto:[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] > <mailto:[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] > <mailto:[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 > > <http://www.vision.ee.ethz.ch/%7Epmueller/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] > <mailto:[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] > <mailto:[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] > <mailto:[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 > <http://gmail.com> >> > > > > > > > www.reallyslick.com > <http://www.reallyslick.com> | www.mogumbo.com > <http://www.mogumbo.com> >> > > > > > > > >> > > > > > > > On 9/17/07, Terry Welsh < [EMAIL PROTECTED] > <mailto:[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] > <mailto:[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] > <mailto:[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] > <mailto:[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] > <mailto:[email protected]> >> > > > > > > >> > > > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >> > > > > > > >> > > > > > > >> > > > > > _______________________________________________ >> > > > > > osg-users mailing list >> > > > > > [email protected] > <mailto:[email protected]> >> > > > > > >> > > > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > > >> > > > > >> > > > > >> > > > > >> > > > > -- >> > > > > ******************************************** >> > > > > Adrian Egli >> > > > > >> > > > >> > > > >> > > > >> > > > -- >> > > > ******************************************** >> > > > Adrian Egli >> > > > _______________________________________________ >> > > > osg-users mailing list >> > > > [email protected] > <mailto:[email protected]> >> > > > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > >> > > > >> > > > >> > > _______________________________________________ >> > > osg-users mailing list >> > > [email protected] > <mailto:[email protected]> >> > > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >> > > >> > >> > >> > >> > -- >> > ******************************************** >> > Adrian Egli >> >> >> >> -- >> ******************************************** >> Adrian Egli >> _______________________________________________ >> osg-users mailing list >> [email protected] > <mailto:[email protected]> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > _______________________________________________ > osg-users mailing list > [email protected] > <mailto:[email protected]> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > <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

