I also noticed that the vehicles are all black without the terrain... i.e. just the base test texture, as though they are shadowed completely.
W WyattEarp wrote: > I think I am about to get this straightened out... > > I have implemented the LiSPPSM shadow code in my app. My scene consists > of > two vehicles and a terrain. If I don't add the terrain, I can see the > shadows on the base test geometry and it looks pretty good. The base > geometry just happens to be sitting below my two vehicles. If I do add the > terrain, most of the terrain is covered by a big black square, and I no > longer see the shadows on the base geometry (I can descend below the > geometry of the terrain and see the base geometry). Is something possibly > casting a large shadow on the terrain to cause the big black square? I am > not sure what it could be since I only have the terrain, two vehicles and > the base geometry. Any suggestions? > > Thx > W > > > > > > -----Original Message----- > > From: [mailto:osg-users- > > ] On Behalf Of Jean-Sébastien Guay > > Sent: Wednesday, November 11, 2009 2:33 PM > > To: OpenSceneGraph Users > > Subject: Re: ShadowMap problem... > > > > Hi Wyatt, > > > > > > > With the debugHUD in the ShadowMap example, there was just > > > a window which appeared to display the shadow map in gray-scale, but > > > > > in the > > > > > LISPSM example, there appears to be two sub-windows in the debughud > > > > > window > > > > > (not in gray-scale). What are these displaying? > > > > > > > The left side is the shadow map itself, and the right side is a render > > of the bounds analysis render pass (the > > LightSpacePerspectiveShadowMapDB > > technique - Draw Bounds - makes a 64x64 render pass before the actual > > shadow pass to see if the shadow map bounds can be further reduced - > > Wojtek can tell you more about it, or search the archives for details). > > > > > > > Am I supposed to, basically, copy the shader code from StandardShader > > > > > map > > > > > and add it to my shaders and turn off the LISPSM shaders? > > > > > > > You only need to use some parts, those that relate to the shadow test. > > The rest of your shader can be what you want - most of the shader code > > in StandardShadowMap.cpp is just standard lighting, which you might be > > doing differently. You should copy the DynamicShadow function for both > > vertex and fragment shader (whether you want to keep it in a function > > or > > not, up to you) and then look at the place where it's used and do > > something similar. > > > > Read the shaders, you should understand. > > > > J-S > > -- > > ______________________________________________________ > > Jean-Sebastien Guay > > http://www.cm-labs.com/ > > http://whitestar02.webhop.org/ > > _______________________________________________ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users- > > openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19582#19582 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

