There's your precision loss, you can't do that with ECEF coordinates or they will be truncated.
Better idea: build your light matrix in view space on the CPU (instead of world space), and then use it on the view-space vertex in the shader. (You'll have to update it every time the camera moves, of course.) Glenn Waldron On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Glenn, > > vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL); > worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 ); > > Part of VP > > On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron <gwald...@gmail.com> wrote: > >> 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-opens >>>> cenegraph.org >>>> >>>> >>> >>> >>> -- >>> 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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