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/

Reply via email to