Nick, how did you calculate "worldSpaceVertex"? Glenn Waldron
On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > hehe .. ok :-) .. Maybe you give me a hint. > > I have F+ lighting (written by a friend of mine) and I have extended it so > local lights cast shadows (a bit of complex code - relatively actually, but > for me it is ;-) ). Works well for flat terrains with reasonable sizes. I > am trying to make it work with ECEF terrain (for testing I use osgearth). > The debug code works just fine, I am seeing the renderings from the local > lights are correct, so the light view matrix passed to the shader is > correct, but getting z-fights with setInternalFormat(GL_DEPTH_COMPONENT); > only. Here is my setup for the RTT (it is texturearray): > > http://pastebin.com/Nnc2iA1F > > With DEPTH32bit (really naive approach, I "was" thinking fast the increase > of the DEPTH precision will solve this issue, just recently started with > reading papers and I must admit I am not a "shadowing expert"). > > Further, I am calculating the Light View Matrix and passing it to the > shader - this one is correct as well, since I am seeing the light in the > scene with the z artifacts as I mentioned .... and this is my GLSL snippet: > > http://pastebin.com/r2W0gh0L > > I am trying to get it done as simple as is ... meanwhile found this: > > http://developer.download.nvidia.com/SDK/10/direct3d/ > Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf > > that looks promising and apparently should help with the Z issues. > > This is my story for now, any hints are highly appreciated !!!!! > > And thanks a bunch for so far! > > Cheers, > > On Thu, Oct 20, 2016 at 2:56 PM, Voerman, L. <l.voer...@rug.nl> wrote: > >> yes? >> we use a variation on OpenSceneGraph\src\osgShadow\P >> arallelSplitShadowMap.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-opens >>> cenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > 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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