Hi. I failed to implement shadows myself and failed to understand osgShadow, so ended up simply using it in a separate pass, as you outlined. Can't help here, sorry.
2015-10-27 16:02 GMT+07:00 Sebastian Messerschmidt < [email protected]>: > 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> > 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]>: > >> 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]>[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 >>> >>> >>> >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >> >> -- >> trajce nikolov nick >> >> _______________________________________________ >> 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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