Hi folks,
Sorry for hijacking this thread, but after a relatively long time I'll
have to work on deferred shadow mapping again.
I did sample implementation using mentioned osgRecipes'
EffectCompositor some time ago:
https://bitbucket.org/kornerr/osg-deferred-shading
I checked out the example and it is working, but not really deferred, as
the shadows are applied by rendering the scene three times ( gbuffer
pass, from the light source, applying the shadow map to the scene) if I
understood the code correctly.
It is that last part which ruins it. I've been crawling around in the
ShadowMap code but I'm lost on how to do the following:
1. Use the culling/rendering to shadow map texture-code which is already
there
2. Get the matrix used by 1.) into an uniform
3. NOT let the shadow-technique render apply to the scene, but leave the
application to me (for instance in a later pass)
I'm simply to stupid to find the appropriate piece in the code, which
applies the shadow map.
cheers
Sebastian
2015-09-16 13:35 GMT+07:00 Trajce Nikolov NICK
<[email protected] <mailto:[email protected]>>:
Hi Daniel,
here is some work from Wang Rui (the effectcompositor) that has DR
implemented with some sample shaders
https://github.com/xarray/osgRecipes
Nick
On Wed, Sep 16, 2015 at 8:32 AM, Daniel Schmid
<[email protected]
<mailto:[email protected]>> wrote:
Hi Sebastian
I read in lot of posts that you have experience with deferred
rendering in osg. Could you share some of your insights and
probably even samples or code snippets that could bring some
more light into this topic?
I'm basically interested in:
- construction of G-Buffer
- integration of Shadow (VDSM), maybe even for multiple lights?
- choice and integration of postprocessing framework
- antialiasing method / shader
It would be of so much help!
Thank you!
Cheers,
Daniel
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65140#65140
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