Hi Wojtek,

Thanks for helping out. Unfortunately I didn't have much time today
to further investigate the problem.
It 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.
  
I don't know. I read on the mailing list that there is an issue with FBO textures on ATI, because
at some point, ATI inverted the 't coordinate' in their drivers.

http://archive.netbsd.se/?ml=openscenegraph-submissions&a=2008-02&m=6605417
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.
  
OK, I quickly tried LightSpacePerspectiveShadowMapCB but the problem was still present.
Unfortunately I didn't have enough time to take a good look at the prerendered image scan computation.
I will keep looking into tomorrow, starting at the MinimalShadowMap
level as this seems to be
the lowest level at which the problem occurs on my system.
    
Good luck. And let me know if you come up with some constructive conclusion,
possible fixes or workarounds.
  
Thanks, and I will certainly let you know if I find something!

Cheers, Rick.



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