yes? we use a variation on OpenSceneGraph\src\osgShadow\ParallelSplitShadowMap.cpp regards, Laurens.
On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Laurens, > > do you have experience with DEPTH32bit and shadowcomparation set to true - > for shadow mapping? > > On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> Hi Voerman, >> >> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot! >> >> Trajce >> >> On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. <l.voer...@rug.nl> wrote: >> >>> Hi Trajce, >>> maybe this sniplet helps? >>> _textureDepthBuffer = new osg::Texture2D; >>> _textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage, >>> _height+2.0f*_height*_guardBandPercentage); >>> _textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT); >>> _textureDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT32); >>> _textureDepthBuffer->setFilter(osg::Texture2D::MIN_FILTER,os >>> g::Texture2D::NEAREST); >>> _textureDepthBuffer->setFilter(osg::Texture2D::MAG_FILTER,os >>> g::Texture2D::NEAREST); >>> _textureDepthBuffer->setShadowComparison(false); >>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_R,osg::Textu >>> re::CLAMP_TO_EDGE); >>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_S,osg::Textu >>> re::CLAMP_TO_EDGE); >>> >>> // camera >>> _colorDepthCamera = new osg::Camera; >>> _colorDepthCamera->setStats(new osg::Stats("Camera")); >>> _colorDepthCamera->setName("colorDepth"); >>> _colorDepthCamera->setClearMask(GL_COLOR_BUFFER_BIT | >>> GL_DEPTH_BUFFER_BIT); >>> _colorDepthCamera->setReferenceFrame(osg::Transform::RELATIVE_RF); >>> // set viewport >>> _colorDepthCamera->setViewport(0,0,_width+2.0f*_width*_guard >>> BandPercentage,_height+2.0f*_height*_guardBandPercentage); >>> _colorDepthCamera->setRenderOrder(osg::Camera::PRE_RENDER,0); >>> _colorDepthCamera->setRenderTargetImplementation(osg::Camera >>> ::FRAME_BUFFER_OBJECT); >>> _colorDepthCamera->attach(osg::Camera::DEPTH_BUFFER, >>> _textureDepthBuffer.get(),0,0,false,0,0); // depth >>> _colorDepthCamera->attach(osg::Camera::COLOR_BUFFER, >>> _textureColorBuffer.get(),0,0,false,_msaa,_msaa); // color >>> regards, Laurens. >>> >>> On Wed, Oct 19, 2016 at 11:15 PM, Trajce Nikolov NICK < >>> trajce.nikolov.n...@gmail.com> wrote: >>> >>>> Hi Community, >>>> >>>> anyone with clue how to set RTT osg::Texture with 32bit DEPTH? >>>> >>>> Thanks a bunch as always! >>>> Cheers, >>>> Nick >>>> >>>> -- >>>> trajce nikolov nick >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>> cenegraph.org >>> >>> >> >> >> -- >> trajce nikolov nick >> > > > > -- > trajce nikolov nick > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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