Hi Michael,
Great work, I ended up using osgShadow in my deferred rendering
implementation. It would be great if we could get your work into the OSG
as an example of deferred rendering/shadowing using GLSL.
Regards
Paul
On 27/10/13 23:09, michael kapelko wrote:
I decided to simply use more suitable geometry for shadows.
The result: http://youtu.be/-63E6SKsMo0
2013/10/27 michael kapelko <[email protected] <mailto:[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]
<mailto:[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]
<mailto:[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]
<mailto:[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
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=56910#56910
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