Hi all OSGers,
It's been a while..

I've been testing view-dependent shadow tecniques recently (mainly
LightSpacePerspectiveShadowMap** ) on my machine and I'm happy with them so
far. With a proper setup and parameters results are nice and with a good
performance.
>From what I experienced on my machine (NVIDIA GF 7950 GTX w/ 512) both on
Linux and Windows (XP) OS with latest OSG versions:
- LightSpacePerspectiveShadowMapVB is the "safest": no weird
flickering/artifacts but close-range shadows may look not so good because of
aliasing (it depends on near-far view distance and your texture res)
- LightSpacePerspectiveShadowMapCB / DB are both better looking on
close-range shadows but they suffer on certain camera angles with bad
flickering/artifacts (with any texture resolution).
It seems that flickering issues in CB and DB are nearly gone when I
set COMPUTE_NEAR_FAR_USING_PRIMITIVES in the Viewer near-far computation. It
seems like precision issues (?) or something else, so actually they are
quite "unsafe" on my machine without COMPUTE_NEAR_FAR_USING_PRIMITIVES mode,
but I'll test on other machines asap.

Has anyone here experienced same issues? Any issues or better behaviours
noticed on other graphic card (ATIs) ?

Another question is related to StateSet: I noticed that ShadowedScene node
brutally disables some statesets I set on parent nodes or ShadowedScene
itself (for fixed pipline?).
Then I found this page
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
where
is well explained.

So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Thanks,


-- 
Bruno Fanini
WEB: http://BrunoFanini.tk
OSG: http://phoenixbf.wikidot.com/system:page-tags/tag/osg
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