On 2/19/07, Mihai Radu <[EMAIL PROTECTED]> wrote:

The SVN version compiles & works very nice (Fedora 6).


Thanks for the feedback.

About the clipping for SM creation; if we could get the shadowers clipped by
the main view frustum, and then use the bounding box of this for adjusting
the SM camera, it would make a big improvement for SM anti-aliasing. With
the current method, adding in a shadow-casting terrain makes the part of SM
used close to the main camera very small, therefore very jaggy.


To make ShadowMap and ShadowTexture more usable in real apps we have
implement better set up of the RTT cameras/shadow texture so that its view
dependent.  The funding I have for osgShadow doesn't encompass this though,
its focused on ShadowVolume so this is where I'll be spending my efforts so
I'll have to come back to ShadowMap later.

In March I'll be doing some work on view dependent OverlayNode, and this
will require similiar view frustum constrained RTT set up, so once I've
written this we should be able to reuse the various utility classes that I
put together in ShadowMap and ShadowTexture.

On the subject of texturing control, for the simulation at work I wrote a
little "ShadingHelper", that applies shaders ( with sources taken from lua
config files), and applies them according to an [enum] criteria to selected
parts of our scene. Right now we are distinguishing between regular 3D
objects, particle systems and text (this one has a NULL Program on it).

I think this is the beginning for more control for shading in osg, it
could be used to delegate the creation and storage of shading programs and
uniforms for the rest of the application. Then if below a certain node
there's a need for a specific program something like this could be called:

    ShadingHelper::setShadingProgram((osg::Node*)
i_node,ShadingHelper::ShadingProgramType::SHADOWED_TEXTURED);

for uniforms I can call something like this:

    ShadingHelper::setShadingValue((osg::Node*) i_node,
(std::string)i_uniformName, <class T> value);

Some ideas on the things a general design should accomplish would be very
welcome.


I don't really have any ideas on this topic off the top of my head, and
certainly needs a clear head to think about so I'll have defer my
contributions on such topics till my working life settles down a bit more
.i.e less 12 hours days...

Robert.
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