Hi. I've refactored my example to work using plain OSG or EffectCompositor. Makefile builds both versions. They only differ in how passes are organized: http://goo.gl/9KaqZT The final result: http://youtu.be/AjWOSuLxZ68 Thanks.
2013/10/28 michael kapelko <[email protected]> > Hi. > Thanks. > I'm going to try to use EffectCompositor to make it clearer, may be that's > when it deserves to be added to examples. > > > > 2013/10/28 Paul Pocock <[email protected]> > >> 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]> >> >>> 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 >>>>>> >>>>> >>>>> >>>> >>> >> >> >> _______________________________________________ >> osg-users mailing >> [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >
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