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
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>
>>>
>>>
>>> --
>>> Loïc Simon
>>>
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>>>
>>>
>>
>>
>> --
>> ********************************************
>> Adrian Egli
>>
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>>
>>
>
>
> --
> Loïc Simon
>
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>


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