Thanks for the tip Adrian but so far I'am facing problems with PSSM . I get the following output :
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 FRAGMENT glCompileShader "" FAILED glLinkProgram "" FAILED I don't know why. I have tested FBO support with osgprerender --hdr --fbo cow.osg and it works. On Mon, Feb 2, 2009 at 9:31 AM, Adrian Egli OpenSceneGraph (3D) < [email protected]> wrote: > Hello all > > You should use lispsm or pssm shadow : even for terrain this gives nice > looking shadows (with pssm you can limit the max far distance, use this say > 250m, and you will get nice shadows) but once we have the latest idea > implemented, the shadow quality gets much better, this would be of sure > true, but may the performance will > be very bad. so i am looking for high performance and robust technic. > > I don't really like to implement this with osgPPU, because of the problem > robert told (see submission discussion) not tha osgPPU is bad, but it would > better be nicely integrated into osg and osgShadow, not only for osgShadow > and its quality the histroy buffer could have high impact, also for others > shaders. > > Then for the default shader in openscenegraph may we should think to > redesign them, because actually we have shaders in shadow, ... , but each of > the re-writes the very basics, may we could think about of GLSL shader > modules, code modules then we can put them together, this would be greate. i > have some idea how this could be solved. but i have to think about more of > this idea. > > /adrian > > 2009/2/1 Simon Loic <[email protected]> > > It would be very interested to see the resulting shadows of this method in >> osg. I'am currently using the basic shadow technic and the rendering is so >> aliased! Maybe I'am not using it in the right way. >> >> >> On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs <[email protected]> wrote: >> >>> Hi Adrian, >>> >>> for all 2D effects there exists already a pipeline with couple of >>> examples (gauss blurr, depth of field, hdr and so on), however you maybe >>> have heard about it already. Take a look into osgPPU. >>> >>> I took a small look into the paper and saw that the main method is just >>> to combine N previous images in some sense together to achieve nice results. >>> As you said, using the history buffer. Using pure osg components, one could >>> for example setup N cameras with corresponding textures and switch them >>> framewise. Then current rendering camera use the input of other N-1 cameras >>> to produce its new output. Using osgPPU, I would suggest to implement new >>> class UnitHistoryBuffer, which will do this trick, by collecting the inputs >>> in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can >>> then be combined with current rendering camera in the way as described in >>> the paper. This shouldn't be a big trick, yeah, maybe I can do this for the >>> upcoming v0.4 release ;) >>> >>> I am wonder if one could use this technique for some sreen space effects, >>> not only for motionblur, but also for optical flow detection or something >>> similar ??? Maybe for something like hybrid ray tracing approach, where some >>> kind of heuristic function could use this information to retrace only >>> neccessary rays. >>> >>> cheers, >>> art >>> >>> ------------------ >>> Read this topic online here: >>> http://osgforum.tevs.eu/viewtopic.php?p=5545#5545 >>> >>> >>> >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >> >> -- >> Loïc Simon >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > ******************************************** > Adrian Egli > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Loïc Simon
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