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 _______________________________________________ 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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