Hi all,
I'm currently trying to implement cascading shadow maps into an old (OSG 2.81)
Simulation Project of another Student. I already managed to create the correct
shadow maps, but it seems I have a few strange Problems with uploading the
textures to the shaders and transforming the Vertices into shadow space.
1. Problem:
When I upload the shadow maps to the shaders I always end up with values
clamped to [0,64]. I already tried different internal formats, Pixel formats
and Pixel types.
I also seem to be unable to use uniform Arrays.
2. Problem:
To transform a vertex into shadow projection space I just need to multiply it
by the modelViewProjection Matrix of the "sun" and do the perspective division
right?
The shadow maps generated by this cams definitely look correct, however I get
strange results if I try to use the projection matrix myself.
I use a uniform object to upload the modelViewProjection Matrix of the first
sun to the shader by using
Code:
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4 , "shadowMat1"));
stateset->getUniform("shadowMat1")->set(sunView->getCamera()->getViewMatrix() *
sunView->getCamera()->getProjectionMatrix())
First I tries to use the shaders to color the vertices differently for each
frustum split, but everthing had the same color.
I then used a vertex that clearly is inside the Clip space of the first sun to
test it.
When I transform a vertex into the view space by using the view matrix, I get
the expected result, but after then transforming the view space coordinates
with the projection matrix I end up with values like (-1666, 280, -13, 1). I
expected values between [-1,1] since it's an orthographic camera.
Does anyone know what could cause this Problems?
Thank you!
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68207#68207
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