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
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
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>>>>>
>>>>>
>>>>
>>>
>>
>>
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