robertosfield wrote:
> Hi Franco,
> 
> 
> On Tue, 10 Sep 2019 at 03:23, Franco Tang < ()> wrote:
> 
> 
> > I guess that some code in osg is out-of-date and it's a bit diffcult to 
> > mantain the community. However, I believe they had done pretty good work.
> > 
> 
> 
> It's not so much that the OSG code is out-of-date, more that a range of 
> different approaches to doing shadows, which approach works best is very 
> data/application specific so general purpose shadow code that osgShadow 
> provide can fall short, simply because it doesn't know what going to be best 
> for you scenes.  It's also a bit out-of-date too though :-)
> 
> 
> 
> For some scene types you might well find that one of osgShadow 
> ShadowTechnique implementations does actually work well for your scenes, if 
> so, great go an use it.
> 
> 
> However, I would recommended learning about shadowing can be done in modern 
> hardware and modern extensions.  Then see what approaches might provide the 
> best visual quality/perfornance for your datasets.   Most modern applications 
> will also be writing your own shaders, so shadows is something would fit 
> within this well.   It does require more knowledge but the results have the 
> potential for being better.
> 
> 
> 
> Robert.
> 
>  ------------------
> Post generated by Mail2Forum


Today, it's my first time to debug my application using gDebugger. I am using 
Intel HUD Graphics 630 card. The origin fragment shader of osgShadow::ShadowMap 
is below:

Code:

uniform sampler2D osgShadow_baseTexture; 
uniform sampler2DShadow osgShadow_shadowTexture; 
uniform vec2 osgShadow_ambientBias; 
void main(void) 
{ 
    vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy 
); 
    gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( 
osgShadow_shadowTexture, gl_TexCoord[1], 0.005) * osgShadow_ambientBias.y);
}



There is no version directive and I failed to build the shader program cause no 
support for "gl_Color" in glsl140 or later. Then I set the version glsl130 or 
below. I failed to validate  shader program. I guess it's card driver stuff 
especially using Intel Card.
I build osg3.4.1 with default option.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76667#76667





_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to