0.0 <= shadow2DProj( shadow_texture, projShadow ).r  <= 1.0 

Shimering is a result of self shadowing. Boosting  depths in shadow map with 
glPolygonOffset usuallly fixes this. There are many schools for PolygonOffset 
settings. I usually set glPolygonOffset( 1.1, 4.0 ) and draw objects with front 
face culling (see StandardShadowMap::ViewData::init(0 for details ).  But for 
this setup models need to work correctly with backface culling on. If you do 
not enforce backface culling PolygonOffset may need different initialization.

Wojtek
 
----- Original Message ----- 
  From: Trajce Nikolov 
  To: OpenSceneGraph Users 
  Sent: Friday, January 15, 2010 2:46 PM
  Subject: Re: [osg-users] light lobes and shadow maps


  one more question. What are the possible values for shadow2DProj( 
shadow_texture, projShadow ).r ? I am trying to put the light attenuation back 
..... and to avoid the shimmering
  Nick

  http://www.linkedin.com/in/tnick
  Sent from Devlet, Ankara, Turkey 


  On Fri, Jan 15, 2010 at 3:35 PM, Trajce Nikolov <[email protected]> 
wrote:

    Hey Wojtek !!!! Thanks a lot. !! I will tune it to fix the shimmering



    Nick

    http://www.linkedin.com/in/tnick



    On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski 
<[email protected]> wrote:

      Trajce,

      Attached is a fixed source code. There is a lots of shadow shimmering on 
my GF8800. You will have to add some depth bias while rendering shadow map. 
Selection proper PolygonOffset values is usually a matter of trial and error so 
leave this for you.

      Wojtek

      ----- Original Message ----- 
        From: Trajce Nikolov 
        To: OpenSceneGraph Users 
        Sent: Friday, January 15, 2010 9:58 AM
        Subject: Re: [osg-users] light lobes and shadow maps


        ABout the code. I use shader to simulate lght lobes thru phong lighting 
in the shader. Then I use shadow maps to detect the area behind the obstacles 
that need not to be lighten. Most is mixture of shadow maps technique with 
lighting scheme. Code snippets borrowed from all around 

        Nick

        http://www.linkedin.com/in/tnick
        Sent from Devlet, Ankara, Turkey 


        On Fri, Jan 15, 2010 at 10:54 AM, Trajce Nikolov 
<[email protected]> wrote:

          Hi Guys, 


          here is the code.

          Nick

          http://www.linkedin.com/in/tnick

          Sent from Devlet, Ankara, Turkey 



          On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski 
<[email protected]> wrote:

            Hi Nick,

            Post the troublesome code and elaborate a bit more about the 
problem. If its really a minute or two I am sure someone will be able to help.

            Wojtek Lewandowski


            From: Trajce Nikolov 
            Sent: Thursday, January 14, 2010 8:58 PM
            To: OpenSceneGraph Users 
            Subject: [osg-users] light lobes and shadow maps


            Hi community,

            I have some shader that does some lighting in the scene. Now 
studying osgShadow and the techniques. I want to a shadow map technique to 
disable the lightening of the scene behind obstacles. I have some code done, 
but not working. I need some help, someone experienced with GLSL to spend a 
minute or to to have a look and if possible to spot the problem. Anyone?

            Thanks a lot

            Nick

            http://www.linkedin.com/in/tnick
            Sent from Izmit, 41, Turkey 


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