That is exactly what I did. Please have a look at the updated code. The
uniform is updated thru a callback and it multiplies the matrices, still
there is a visual artifact.I dont have compute_near_far. The projection
matrix is fixed with very small far plane (100 units, with the znear of
0.01).

Nick

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


On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski <[email protected]
> wrote:

>  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 <[email protected]>
> *Sent:* Friday, January 15, 2010 7:37 PM
> *To:* OpenSceneGraph Users <[email protected]>
> *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 <[email protected]>
>>> *To:* OpenSceneGraph Users <[email protected]>
>>>   *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 <[email protected]>
>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>> *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 <[email protected]>
>>>>>>> *Sent:* Thursday, January 14, 2010 8:58 PM
>>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>>> *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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