Hi Robert, Hi others,

as you may get from the latest mailing list topics on Parallel Split Shadow
Maps implementation and fixes, we get some flickering effect in the shadow
if we are working in multi-threaded osgShadow.exe example. By add the
--SingleThread parameters, it works fine, no more flickering effect. (some
one reported that they have to add also --screen 0, but this not the same
problem, i guess) so back to the multi-threading issue we have in osg or at
least in pssm.

i guess the problem comes from a bad synchronisation or  may we  don't have
yet  a  the  camera  synchronised or describted in a dependencie graph.
because in pssm we render (a-c) shadow maps into RTT and then we render the
whole scene as
default viewing camera master m. the a-c should be finish before we start to
render the visible / master camera. because the shadow maps are view
depended to the m.

what are we doing:

cull , update all pssm shadow map cameras, render/draw the shadow map
cameras, render the scene with GLSL based on the shadow map texture.

how can we synchronise this step, it seams not to be enought to work with
render order prerender nestedrender or postrender.

thanks for short describtion how it works in osg, and how we should fix the
problem we have.
well for the moment we have a robust working PSSM for singlethread, and this
isn't so bad, but it should also work for other settings.

regards
adrian

-- 
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Adrian Egli
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