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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