Can anyone please explain the relation among: * shadow projection view matrix; * projected shadow map depth value; * fragment position depth value in the projected shadow map?
I have the values, but I don't understand how to scale/transform/etc those values to get the shadow mapping working. Thanks. 2013/10/14 michael kapelko <[email protected]> > I've decided to assign colors to different shadowTexCoord.z values. > That's my final pass fragment shader now: http://goo.gl/n6FrVB > Turns out shadowTexCoord.z is in the range (-51.85;-50.80) for the scene > for some reason. > And, as you see from this video: http://youtu.be/_NQLCXYveHYshadowTexCoord.z > values change when I move main camera. > I don't know how to interpret this. Any idea? > Thanks. > > > 2013/10/14 michael kapelko <[email protected]> > >> Hi. >> My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1 >> So all xyzw contain the depth fragment. I tried .x too. >> My current problem is in interpreting shadowTexCoord.z >> The shadow projection matrix setup is: http://goo.gl/ly2u7F >> Does that mean my shadowTexCoord.z should be in the range [1; 100]? Or >> [-1;1]? >> Thanks. >> >> >> 2013/10/14 Marcel Pursche <[email protected]> >> >>> Hi, >>> >>> you write the depth in your first texture component(accessed from the >>> shader with .r, .x or .s). But you read it from the third component of >>> your texture(.z). I know it looks confusing at first to read the depth from >>> .x, but this is actually right. >>> >>> Thank you! >>> >>> Cheers, >>> Marcel >>> >>> ------------------ >>> Read this topic online here: >>> http://forum.openscenegraph.org/viewtopic.php?p=56770#56770 >>> >>> >>> >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >
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