hi Robert, one note: the problem has been fixed by implementing an own uniform matrix for texgen.
concerning your idea about a generalization of view dependent uniforms: i don't know how to do that best at the moment. i may be wrong but somehow, i suspect that there is no that much room for generalization for lights and texgen view dependent uniforms. in a first step i would try to implement a set of base clases of new osg nodes providing the common functionality for calculating view dependent texgen and lights stuff, and allow the user to specialize the class taking the eye linear texgen example for depth shadow i would provide following options to user: - a uniform object which is holding the matrix - the matrix update strategy: every frame, only on request for better understanding what i mean see UpdateCameraAndTexGenCallback in the following code: http://svn.berlios.de/viewcvs/yag2002/trunk/yag2002/src/gamecode/vrc_shadowmanager.cpp?rev=1303&view=log a special osg node would embed such a callback object. btw, i will try to implement a better shadow mapping method. our current implementation bases on osg's depth shadow example and suffers from shadow quality. Marco Spoerl posted some interesting links recently about shadow mapping techniques. from what i have seen, the subdivided shadow mapping technique seemed to be quite good. is there someone who has tried this technique with osg? cheers boto On 8/26/06, Robert Osfield <[EMAIL PROTECTED]> wrote: > > Hi Boto, > > Perhaps you could subclass from Texgen and apply a union in some > fashion... not sure quite how, but perhaps its something you could explore > as a workaround. > The thought just occured to me that perhaps we'd need a general purpose view dependent uniforms, in the same way that lights and eye linear texgen are view dependent. I have *no* clue how to go about this right now, but perhaps its something in the future we can think about. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
