Hi. I finally came up with the projected shadow map (not shadows yet): http://youtu.be/geTIxhqT4x4 This is my final pass fragment shader: http://goo.gl/LNtYNh It's simply the projected shadow map for each fragment. Although, when I output shadowTexCoord.z: gl_FragColor = vec4(shadowTexCoord.z / 2 + 0.5, 0, 0, 1); the whole scene is black: https://dl.dropboxusercontent.com/u/12634473/img/20131013_osg_missing_depth.png
What's wrong? Thanks. 2013/10/13 Marcel Pursche <[email protected]> > Hi, > > this line seems to be wrong: > > Code: > > float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5, > shadowTexCoord.y/2 + 0.5).z; > > > > it should be > > Code: > > float depth = texture2D(shadowMap, vec2(shadowTexCoord.x/2 + 0.5, > shadowTexCoord.y/2 + 0.5)).x; > > > > > Additionally you compare the depth from the texture, with the z component > in world space. The z component is not the depth. You need the distance > from your view plane of the light pass. Depending on what you save in your > texture you can either directly use the z component of your shadowTexCoord > or you have to transform this value. > In my example the distance as it is was used, but normally you get a depth > normalized to [0,1]. This can be either linear or logarithmic. So you need > to adapt the value accordingly. > > Thank you! > > Cheers, > Marcel > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=56766#56766 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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