I am currently stuck with OSG 3.0.1 (latest stable release) not being able to provide an osg::Uniform corresponding to the GLSL sampler2DRectShadow. The enum does not yet contain the *SAMPLER_2D_RECT_SHADOW type. ;-(*
I would have to switch to a later development release, which is a major undertaking. Alternatively I might have to switch from Texture Rectangles to regular Texture2D objects, fortunately there is a #define for that. Christian 2013/2/20 Mathias Fröhlich <[email protected]> > > Hi, > > On Tuesday, February 19, 2013 19:07:59 Christian Buchner wrote: > > After some futile attempts to make the nVidia dual depth peeling > compatible > > with non-Vidia cards by dropping the vendor specific extensions I've > > decided to go forward with the DepthPeeling code from osgoit. > > > > I noticed that as soon as there are GLSL shaders attached to the object > > being rendered, the shadow depth testing seems to fail (is this fixed > > function stuff?). Or in other words, these statements don't have an > effect > > anymore. > > > > _depthTextures[i]->setShadowComparison(true); > > _depthTextures[i]->setShadowAmbient(0); // The r value if the > test > > fails > > _depthTextures[i]->setShadowCompareFunc(osg::Texture::GREATER); > > _depthTextures[i]->setShadowTextureMode(osg::Texture::INTENSITY); > > > > It seems that I will have to roll my own shadow comparison in GLSL. This > > would be in the fragment shader, I presume? > > Without looking in depth into this and just out of my head. > Yes, in the Fragment shader have a shadow sampler unifom bound on that > texture > and compare for the .r component. Then discard the pixel if that test > fails. > You need to rescale the projection space fragement position apropriately to > the input of the shadow sampler. > > If I remember right there was also some problem with the demo with models > not > being close to the origin. I believe something with the near far > computation > in interaction with osgoit is not entirely correct. > > Greetings > > Mathias > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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