Hi Adrian,In a follow-up to my PSSM experience, I have adapted the osgshadow.cpp example so that the effect can be seen with simple shapes as well. I suspect that it is a math issue since the light direction and view direction are +/- orthogonal. But I don't know how to fix this (yet). Also, I think it's not the shadow texture generation itself since texture boundaries are not shown.
Please find my patches to the ParallelSplitShadowMap files and the stripped osgshadow example (there is no need for command line options or so, and I hardcoded it for nvidia) attached to this e-mail. Hopefully you know the solution to this issue.
btw this issue is present in 2.2.0 and svn. bye Raymond Raymond de Vries wrote:
Hi,I am using PSSM and are trying to find proper values. I am using osg 2.2.0 on Windows XP (the PSSM svn version does not show any relevant changes), on an nvidia card.First of all, I have fixed a small issue which prevented the use of dirty(), see the attached ParallelSplitShadowMap.cpp.diff. Furthermore, I would to suggest some small changes so that flags can be toggled, instead of only be set. See ParallelSplitShadowMap.diffAlso, I see an error. I am not sure what is causing this so I would like to ask your advice. It seems to me that the split frustums are not always calculated properly. As you can see in the attached images it seems to me that the split frustums are not always adjacent to eachother, when the view is rotated in a certain way.Some values about the size of the world: calculateFrustumCorners() zShadow0 0.161428 calculateLightNearFarFormFrustum(), zShadow0 near 2 far 47.147 calculateFrustumCorners() zShadow1 0.510139 calculateLightNearFarFormFrustum(), zShadow1 near 2 far 91.0805 calculateFrustumCorners() zShadow2 1 calculateLightNearFarFormFrustum(), zShadow2 near 2.00001 far 152.797 I am new to PSSM so I am might still miss some things... Thanks a lot already! Raymond btw changing the number of splits changes things but does not solve them btw both linear and non linear mode expose this behaviour ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
PSSM_bug_report-20080101.rar
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