Hi,

thank you Robert and David for your answers, I really appreciate them.


> I have just developed a new shadow technique that you'll find checked 
> into svn/trunk, look for the ViewDependentShadowMap, use the --vdsm 
> option in osgshadow example. All going well this will replace the 
> collection of other shadow techniques. I would recommend testing 
> against this new technique. 
> 

I´ve tried the ViewDependentShadowMap and although it works great, I still have 
the same problem with the stiching due to the "missing tessels"... Robert, 
you´re right about that in a "normal" illumination, these surfaces should be 
set to the ambient colour, cause their normals are pendicular with the light 
direction. But as my scene is an outside static scene, and I don´t want to 
illuminate a big portion of the scene with the ambient light because it looks 
"flat", I´m trying to implement some kind of "hemispheric lighting" (from the 
glsl orange book), but without renouncing to the shadow effect. So, I need this 
perpendicular surfaces to be lit, and to show the shadows... 


> Take a look to the Variante Shadow Map algorithm to apply shadow on the 
> scene. 
> Instead of use default OpenGL ShadowMap comparaison technique, this algorithm 
> provide a different way to capture and apply shadow. 
> This technique take more resource but with a better result. 


I´ve already tested another filters as PCF, but the results weren´t so good and 
it consumed a lot of resources. I´ve read about the VSM algorithm, and I was 
doubting about implementing it. I think that I´m gonna try it, and I´ll let you 
know the results. Hopefully it will get rid of the problem. Hopefully!


Thank you very much guys!

PS: Anyway, I´m still curious with the "missing texels" problem. I´ve been 
investigating about it and I couldn´t get anything... Isn´t there any way to 
make the RTT camera to set the depth of this texel to the fragments one? Do you 
have any hint about it?
Thanks again.

Cheers,
Justo

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=42268#42268





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