Hi Wyatt,

Buildings getting darker while light is moving can be a normal thing it is 
simply a result of normal diffuse shading. Can you move camera so close that 
view frustum contains a single building ?. Ideally make it look at 45 deg from 
a liitle above. Then make screenshot, with debugHUD. Its really important whats 
on debug hud display.  This will tell me alot. If you have problems with 300 kb 
OSG forum limit, just send this screenshot directly to my address. 

Cheers,
Wojtek Lewandowski




From: Wyatt Earp 
Sent: Thursday, November 19, 2009 10:45 PM
To: 'OpenSceneGraph Users' 
Subject: Re: [osg-users] ShadowMap problem...


Ok... so I did what you suggested mostly... I took the osgshadow example, add 
my geometry and it worked.  I added another shader on the root node of the 
scenegraph, because in my app, I do that.  I took the shaders from 
ShadowMap.cpp and put them into vert/frag files and loaded them into their 
respective shaders.  That worked too.

 

In my application, when I load those shaders from ShadowMap.cpp and use them, I 
see a change in the lighting but it isn't what I expect.  Rather than the 
objects casting shadows on the terrain, it looks like a shdow is being cast 
over the objects, but it isnt'being cast on the terrain.  The best way I can 
describe it is that it looks like the objects are in the sun then a cloud 
floats between the sun and the object...  I don't think a picture will show 
what I mean, but here are 3 pictures with the shadow moving progressively to 
the left over the object... note the white building in the front gets darker.  
But now shadows on the terrain.

 



 



 

 



 

W

 

 

 

> -----Original Message-----

> From: [email protected] [mailto:osg-users-

> [email protected]] On Behalf Of Jean-Sébastien Guay

> Sent: Thursday, November 12, 2009 1:45 PM

> To: OpenSceneGraph Users

> Subject: Re: [osg-users] ShadowMap problem...

> 

> Hi Wyatt,

> 

> > Any suggestions?

> 

> Not really. At this point you'll probably have to trace into OSG to

> make

> sure the shadow map traversal is getting to the right objects (i.e.

> your

> masks are set correctly), and check your shaders (perhaps even try with

> the basic shaders that LISPSM uses by default for starters). Also, try

> to start with the osgShadow example, and work up progressively to

> something similar to what you have in your app, and perhaps in the

> process you'll find out what's not working. If not, then at least

> you'll

> have a small app that can demonstrate the problem, which we might be

> able to help with.

> 

> Hope this helps,

> 

> J-S

> --

> ______________________________________________________

> Jean-Sebastien Guay    [email protected]

>                                 http://www.cm-labs.com/

>                          http://whitestar02.webhop.org/

> _______________________________________________

> osg-users mailing list

> [email protected]

> http://lists.openscenegraph.org/listinfo.cgi/osg-users-

> openscenegraph.org



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