I've fixed this behaviour too, by simply taking: gl_TexCoord[1].t = 1.0- clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] ),0.0,1.0); instead of gl_TexCoord[1].t = clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] ),0.0,1.0); in the vertex shader
(yeah, I know the clamp is useless here, but since I've been debugging I tried almost everything ;-) ) thx a lot Sebastian Sebastian Messerschmidt schrieb: > Hi Christian, > > I think i've seen your post on gamedev.net and tried to answer ...;-) > Coincidence. > Problem for me is, that even on 7.1 it's not working (but I've > downgraded driver which might obscurify this issue a bit). > I recently read some articles, where most of them were stating that > binding LUMINANCE to FBOs isn't working properly ever since. > Could you do me the favour and take a look at my screenies? If the issue > should be related to "flipped" coordinates I could give it some tries > into that direction. > For now I remain a little clueless, since I cannot imagine other > applications using shadowmapping in conjunction with FBOs won't > suffer the same problems. > Thanks for your answer however ... seems I'm not completly nuts at all ;-) > > cheers > Sebastian > >> Hi! >> >> I didn't look at your images, but I recently posted an issue that seems >> to be similar to yours... (title "issues with latest ATI driver, please >> confirm") >> >> I'll quote the relevant part here: >> >> " >> In my program, I use perspective shadow maps, rendering to a depth >> texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This >> works perfectly with driver version 7.9. In 8.1 however, it appears that >> the frame buffer image is flipped upside down for some reason. If I >> invert the y-coordinate for shadow texture lookup, everything works fine >> again for this driver version. >> >> Can anybody confirm these issues? I'm afraid now I'll have to implement >> a test of whether the frame buffer is flipped to maintain compatibility >> with the screwed-up ATI driver... I hope this is not the case... >> " >> >> Nobody replied to this post yet, in the meantime I have implemented the >> workaround which tests the orientation of the image which is rendered to >> the FBO. >> >> Perhaps this is of any help >> regards >> chris >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org