(Repeating since I erroneously replied to Sebastian only).

Thanks. I used osg::Matrixf explicitely, and it doesn't complain anymore.
However, I get misplaced shadows now, they're always facing the main
camera: http://youtu.be/2pyE1G0752k
This is my:
1) 1 pass light camera VS: http://goo.gl/JRRq6Y
2) 1 pass light camera FS: http://goo.gl/fIYeze
3) 2 pass main camera FS: http://goo.gl/nBdWwr


What am I doing wrong?
Thanks.


2013/10/11 Sebastian Messerschmidt <[email protected]>

>  Am 11.10.2013 08:39, schrieb michael kapelko:
>
>  Hi.
>  Thanks for the info. I'm now using shaders to process depth:
> 1) vertex: http://goo.gl/G9ehmB
> 2) fragment: http://goo.gl/bAutb1
> As you see, I'm trying to output depth texture in world space using 'vmi'
> (view matrix inverse) which I apply later in the 2nd pass.
> vmi setup: http://goo.gl/n3A84N
> However, when I start the program, it prints 2 errors:
> 1) Cannot assign between Uniform types dmat4 or mat4 and int
>     at:
> uniform->set(osg::Matrix::inverse(pass1LightDepthSRTTCamera->getViewMatrix()));
> call
>
> The types are not matching. I'm usually doing the same call. Basically you
> cannot auto pass double matrix to float matrix uniforms.
> Try to call it like this:
> osg::Matrix MVPT = ( ... );
> mStateSet->getOrCreateUniform("vmi", osg::Uniform::FLOAT_MAT4)->set(MVPT);
>
> Also you are setting the matrix only once here. It should be updated in a
> callback if your light position changes.
>
>
>
>
>   2) Warning: detected OpenGL error 'invalid operation' at After
> Renderer::compile
>     at: mat4 modelMatrix = vmi * gl_ModelViewMatrix;
>
>  I took the uniform setup code from osgUtil::SceneView:
> http://goo.gl/6OvdLr
> So I really don't understand what I'm doing wrong. Any help?
>
>  Thanks.
>
>
>
> 2013/10/10 Marcel Pursche <[email protected]>
>
>> Hi,
>>
>> your other buffers use the rectangle format. This texture format can be
>> accesed with unormalized coordinates [0, texturesize]. Regular 2D textures
>> need to be accessed with normalized texture coordinates [0, 1].
>>
>> Thank you!
>>
>> Cheers,
>> Marcel
>>
>> ------------------
>> Read this topic online here:
>>  http://forum.openscenegraph.org/viewtopic.php?p=56731#56731
>>
>>
>>
>>
>>
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>>
>
>
>
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