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.diff

Also, 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

Attachment: PSSM_bug_report-20080101.rar
Description: Binary data

<<inline: PSSM_error.jpg>>

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

Reply via email to