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 >>>> >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>> >>> >> >
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