I don't know how are your settings ? /adrian
2009/2/3 Simon Loic <[email protected]> > 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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- ******************************************** Adrian Egli
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