Hi all, 

Thanks for your posts, and sorry for my very late response. I´ve been on 
holidays and working in another things, so I left this issue abandoned.

But finally, I could get rid of these artifacts, and therefore, solve my 
problem. Although the filters mitigated the effect, they were still noticeable 
and the performance was affected. But the solution that Robert proposed works 
almost perfectly for me! As Robert said, the key was to do the lighting 
calculations in the fragment shader, and multiply the shadow factor by the 
diffuse light component. After that, I can add the ambient light factor to 
achieve a well lighted surface. This solution is so easy conceptually and to 
implement that I´m mad at myself because I didn´t think about it ;)

Thank you very much for your help, I think that this thread can be marked as 
solved.

Cheers,
Justo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43038#43038





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