Hi,

Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near plane 
to very small value which may impact depth resolution. Other issue maybe 
related to GLSL float precision. The trick with multiplying view space coord by 
inverse view matrix to get world coord is performed on float values inside 
GLSL.  Precision wise it would be better to multiply light camera MVP matrix by 
main camera INVERSE VIEW on the CPU. Osg Matrices use  doubles. Put the result 
of the multiplication on GLSL matrix Uniform and use it to multiply gl_Vertex 
in the shader. Such approach multiplies matrices with high precision and 
resulting matrix will be better suited to be cast on single prec. GLSL matrix. 
The drawback of this solution is: you need to update the uniform every frame, 
because main camera view changes with each move. 

Wojtek



From: Trajce Nikolov 
Sent: Friday, January 15, 2010 7:37 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] light lobes and shadow maps


Hi Wojtek, 


now I spent more time exploring this, the polyoffset seam to work, but there is 
still a bit of shimmering. Its interesting, I put the light source in move, 
when it moves backwards, the obstacles are lighten ok, but forward, when the 
light comes close to the obstacles, the lighting is incorrect with shimmering . 
Any clue how to resolve this artifact ?

Nick

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



On Fri, Jan 15, 2010 at 4:48 PM, Trajce Nikolov <[email protected]> 
wrote:

  ok .. make sense. Here is updated code, if some one wants to benefit from. 
LightLobes with handling of obstacles :). Thanks to Wojiech, Robert and the 
online community 

  Nick

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


  On Fri, Jan 15, 2010 at 3:53 PM, Wojciech Lewandowski <[email protected]> 
wrote:

    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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