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Hi Wojtek, Thanks for helping out. Unfortunately I didn't have much time today to further investigate the problem. I don't know. I read on the mailing list that there is an issue with FBO textures on ATI, becauseIt does not sound like easy one. Are you sure that ATI bug only affects texture application ? Maybe render to texture is also flipped somehow. I assume you have modified texgen matrix but not shadow camera projection matrix (the one involved in computation of texgen matrix) ? If shadow camera projection gets modified it could potentially affect rest of the code. at some point, ATI inverted the 't coordinate' in their drivers. http://archive.netbsd.se/?ml=openscenegraph-submissions&a=2008-02&m=6605417 OK, I quickly tried LightSpacePerspectiveShadowMapCB but the problem was still present.Actually, one idea just came to my mind, MinimalDrawBoundsShadowMap does rough depth map prerender to compute visible shadowed scene extents. I suppose reverted vertical texture coordinates may also affect this code. You may look at MinimaDrawBounds line 203 - its the place where matrix for prerenderd image scan is computed - and you may need to make the fixes there. As a alternative approach, you could try LightSpacePerspectiveShadowMapCB and see if the problem is also present ? LightSpacePerspectiveShadowMapCB variant computes shadowed volume by scanning boxes around drawables in render bins and should avoid at least this potential prerenderd image scanning issue. Unfortunately I didn't have enough time to take a good look at the prerendered image scan computation. Thanks, and I will certainly let you know if I find something! Cheers, Rick. |
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