Hi Jean-Sebastien,
Thanks for taking a crack at this.  One of these days I should learn
more about osgViewer and ProducerOSG.  It doesn't seem like there's a
lot of interest in keeping osgProducer around now that both of these
exist.  Anyway, I tried your changes; my comments are below....
- Terry

> Message: 17
> Date: Thu, 29 Nov 2007 11:01:28 -0500
> From: Jean-S?bastien Guay       <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] parallel split shadow map state of the art
> To: [email protected]
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hello Terry,
>
> > Okay, current PSSM code is at
> > http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz
> >
> > This uses osgProducer.
>
> I did a quick conversion to osgViewer, attached. The only call I
> couldn't trivially convert was
>      viewer->setLensPerspective(50.0, 40.0, 0.1, SCENE_DIAMETER);
> but I'm not sure how important it is.
>
> I added the standard viewer event handlers (stats, threading model,
> help) as well as a trackball manipulator so we can move around the
> scene. But adding those things pointed to some problems:
>
> * It seems that the program doesn't like to have text displayed (the
> whole scene turns black - perhaps an overlap in texture units?)

I don't see this problem.  I pressed "s" to turn on statistics and
everything still looks alright.  Running on Suse 10.2 linux with an
8800GTX.

> * Some strange ghost shadow artifacts appear when you change threading models

I don't see this problem either.  I pressed "m" to change threading
models and everything still looks alright.

> * The shadows move around and have line artifacts in them if the
> camera moves, but they look fine when the camera stops moving, so I
> guess the shadows' view matrix is not updated every time it changes?

pssm->update() is being called too late so matrix changes are lagging
by a frame.  If you use the original updateSun() call instead of the
new update callback, this problem goes away.  Works for me under all
threading models.  I don't know enough about osgViewer yet to know how
to make this update callback work.
>
> I set the sceneSS to DYNAMIC data variance and made the updateSun()
> run in an update callback because otherwise the shadows would have
> some line artifacts unless the viewer was run SingleThreaded.

I don't see anything like this either.
>
> I hope I haven't just dropped more work on you... I just wanted to
> report my experiences and see if you had any solutions. I may be able
> to contribute to this or the osgShadow implementation soon, so I just
> wanted to get a first look.
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay     [EMAIL PROTECTED]
>                          http://whitestar02.webhop.org/
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