Hi Robert,
* osgshadow --pssm : the complete scene seems to flash between shadowed and
unshadowed state. I remember it working before, so this flashing seems new.
Also the default shader does not support transparency in textured polygons
properly, as you can see running it with the -4 scene, on the trees (might
always have been that way).
I've been able to reproduce this problem and workaround it by select
--SingleThreaded on the osgshadow command line, so it looks like a
threading issue with ParallelSplitShadowMap.
Interesting.
* osgshadow --sv : crashes. (I know shadow volume is not complete but still,
I don't remember it crashing before just giving bad shadows, so that seems
new)
It shouldn't crash. I couldn't reproduce the crash. Could you get a
stack trace? Could you try running osgshadow single threaded like
above to see if the crash goes.
Your hunch seems right: it runs with --SingleThreaded.
The quality issues mainly revolve around problems with very few shadow
casting models being perfect manifold geometries. Without a manifold
geometry the silhouette edge detection ends up with errors. I'm not
sure what to do about these issue. It's certainly not something that
can be tackled in 2.8.2 though.
But even with the -3 scene, where all models are manifold (only box,
sphere, cylinder and cone ShapeDrawables in the scene), it has some
negative shadow issues (where the shadow of two objects overlap there is
no shadow). So I'm not sure the manifold issue is the only one. But I
agree, this is not something that can/should be fixed for a point release.
If you end up setting the threading model to SingleThreaded, please only
do it for these two techniques, and make it clear (perhaps in comments)
that it's only a temporary workaround. The other techniques work well in
any threading model, and these two should too (eventually).
Thanks,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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