I decided to simply use more suitable geometry for shadows.
The result: http://youtu.be/-63E6SKsMo0


2013/10/27 michael kapelko <[email protected]>

> Hi.
> I finally came up with the way to use OSG shadows in deferred shading.
> Since ShadowedScene produces the result in Screen space (same as other
> G-buffers), I can simply use it like a texture with shadows in Screen space.
> This is what I got: http://youtu.be/EzPe5dVwWrs
>
> But looking at the incorrectly shadowed walls, I think I should not simply
> multiply shadow color with diffuse one, but instead check brightness and
> only multiply if it's high enough.
>
> Thanks.
>
>
> 2013/10/25 michael kapelko <[email protected]>
>
>> Hi.
>> I've decided to try to take shadow map from osgShadow::ShadowMap. I've
>> derived own ShadowMap class to access the shadow texture:
>> http://goo.gl/M3o04y
>> I display it, but it's completely white. I tried to place the light
>> nearer to the moving objects (even at the same height), but the texture is
>> still white.
>> What am I doing wrong?
>> Thanks.
>>
>>
>> 2013/10/21 michael kapelko <[email protected]>
>>
>>> Hi.
>>> Can the third bug be related to different view projection matrices? My
>>> shadow camera uses ortho.
>>> Thanks.
>>>
>>>
>>> 2013/10/21 Marcel Pursche <[email protected]>
>>>
>>>> Hi,
>>>>
>>>> the shadow on the wall is probably created, because the wall is outside
>>>> of the shadow cameras view frustum. How do you setup the wrapping of your
>>>> depth texture? You could fix it, if you set the mode to clamp to border and
>>>> set the border "color" to your far plane. This way everything that cannot
>>>> be seen from your light source will not be shadowed(as in is outside of the
>>>> view frustum).
>>>> The shadow on your torus looks like a self shadowing problem. You will
>>>> always have some errors because of the limited floating point precision.
>>>> You should use a small offset in your depth comparison to get rid of this
>>>> artifacts. A bit of tweaking will be necessary to get a good value.
>>>> The last bug is indeed a bit strange. I'm not sure how it is produced.
>>>> But it is view dependent, so it must have to do something with the view
>>>> matrix of your main camera.
>>>>
>>>> Thank you!
>>>>
>>>> Cheers,
>>>> Marcel
>>>>
>>>> ------------------
>>>> Read this topic online here:
>>>> http://forum.openscenegraph.org/viewtopic.php?p=56910#56910
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>>
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>>>>
>>>
>>>
>>
>
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