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/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

