Hi Luc,

Excellent, thanks for that. Knowing a specific case where the two work well together should help considerably.

Garth

On 06/04/12 00:10, Luc Frauciel wrote:
 >May I ask re your usage of osgShadow and osgEphemeris, which shadow
technique you were using?

VDSM (View Dependant Shadow Map), with custom shaders for
multi-texturing, transparency, fog, etc...
I exclude the skydome of osgephemeris from culling (cf thread) and
disable depth test on it.
VDSM works quite well for non human-like viewpoints (near the ground,
looking towards horizon).

Luc


De :    Garth D <[email protected]>
A :     OpenSceneGraph Users <[email protected]>
Date:   05/04/2012 16:15
Objet : Re: [osg-users] Using osgShadow with osgEphemeris (or alternatives)
Envoyé par :    [email protected]


------------------------------------------------------------------------




Hi Luc,

Thanks for the fast reply on that one. I hadn't considered checking out
interactions with the clip planes. I've had to manually override their
calculation in a past project, so this could be worth checking out.
Incidentally, I did shrink the ephemeris model via setSkyDemoRadius a
fair bit before starting, but the presence of the geometry is likely
going to move the clip planes around.

May I ask re your usage of osgShadow and osgEphemeris, which shadow
technique you were using?

And yes, osgEphemeris is probably overkill ultimately. ;)

Garth

On 05/04/12 23:30, Luc Frauciel wrote:
 > Hi Gath,
 >
 > I use osgShadow (VDSM) and osgEphemeris in conjunction, and they seem to
 > work together.
 > However, there are known problems related to osgEphemeris which are
 > broader :
 >
 > - The Skydome in osgEphemeris can be very large, causing unwanted
 > interaction with culling/ nearfar planes.
 > see
 >
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-April/026772.html
 > long thread, but with useful hints towards solutions
 > - I remember problems with clearing operation, but probably related to
 > solutions to the previous problem.
 >
 > If the only thing that you want is a skydome, osgEphemeris is an
 > overkill for that.
 > You probably still have to consider the culling problems introduced by
 > skydomes (a scene with a skydome is artificially big).
 >
 > Luc
 >
 >
 > De : Garth D <[email protected]>
 > A : OpenSceneGraph Users <[email protected]>
 > Date: 05/04/2012 15:34
 > Objet : [osg-users] Using osgShadow with osgEphemeris (or alternatives)
 > Envoyé par : [email protected]
 >
 >
 > ------------------------------------------------------------------------
 >
 >
 >
 >
 > Hi everyone,
 >
 > In OpenSceneGraph 3.0.1, is there a known fundamental incompatibility
 > between osgShadow and osgEphemeris (circa 4/4/12)? I am using osgShadow
 > (namely ShadowTexture), with both animated and static models, and
 > started to work in osgEphemeris in order to provide a more interesting
 > sky than a single static colour.
 >
 > One thing I noticed is that whenever osgEphemeris is working, the
 > location of cast shadows shifted around significantly, and they are
 > nowhere near the objects that are casting them (ie. the shadows were
 > very clearly incorrect). Depending on the view angle, they also bounced
 > around to different locations. I noticed that animated models no longer
 > cast shadows, but that may have just been a symptom specific to my
 > particular case.
 >
 > In case the node mask was causing a problem (for osgShadow I am using 1
 > to cast, and 2 to receive), I tried different values. Setting it to zero
 > caused the EphemerisModel to vanish (is this normal?), and to four left
 > it there, but didn't help the shadow situation. In any case, when the
 > EphemerisModel was working, the shadows were shifted around and
incorrect.
 >
 > I've tried disabling lighting on the model (via state sets and
 > GL_LIGHTING), as well as attaching it to different nodes, but I don't
 > seem to have struck upon the correct combination.
 >
 > Interestingly enough, if I use either on their own, they work fine.
 > Shadows work fine, without ephemeris models; and ephemeris models seem
 > to produce good results if I turn off shadows.
 >
 > Can anyone suggest any things to try, confirm there are known problems,
 > or otherwise?
 >
 > On a side note, I began to investigate osgEphemeris in the first case as
 > I needed a simple sky. My requirements are pretty low, as the sky is
 > merely decorative, so I don't necessarily *have* to use osgEphemeris
 > specifically. I am wondering what the best approach to sky creation in
 > OSG 3.0.1 would be? The potential solutions I ran into were:
 >
 > - Use the sky code osghangglide as a base/inspiration.
 > - Find a spare $1.5k and use SilverLining (a bit overkill for my
 > application at present!)
 > - Use "skydome.osgt" from the OpenSceneGraph data dir (I gave this a
 > shot, but I wasn't able to successfully get it working correctly with
 > the rest of my app)
 > - Build up my own geometry, customising the texture coordinates as I
 > need (the most flexible approach, but the most time consuming, and the
 > most pointless if someone has done it already), and grab or buy some
 > existing sky textures to match the expected texture.
 > - Use osgEphemeris, which is what I'm looking at above.
 >
 > Are there other solutions that I should be exploring as well, or in
 > preference?
 >
 > Garth
 >
 > _______________________________________________
 > osg-users mailing list
 > [email protected]
 > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 >
 >
 >
 >
 >
 > _______________________________________________
 > osg-users mailing list
 > [email protected]
 > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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