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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