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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