Hi Paul,
On the other hand, if the render order number is *also* the same...
Thanks for going over the basics again for me, I knew all that but for
some reason had completely forgotten about the render order number
(_renderOrderNum)...
So yeah, the RenderStages are ordered in order of _ren
Hi Wojtek,
I guess you had to override either Ocean or LispSM techniuque already.
So you may set _renderOrderNum in overriden code. Depending on which one
you overrode, I believe you may either set 1 for Refraction camera or -1
for Analysis and Shadow cams.
Actually I'm working on osgOcean a l
Hi Wojtek,
Just a quick follow-up on this:
I guess you had to override either Ocean or LispSM techniuque already.
I was wondering, if I ever need to override LispSM's ViewData class, how
would I go about it? I guess I need to override the *ShadowMap class as
well so that it instantiates my
On 5/19/2011 2:51 PM, Paul Martz wrote:
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should
Hi,
I am glad you could solve it. I was not aware of _renderOrderNum index. So
thanks, I have learned important new stuff today ;-)
I guess you had to override either Ocean or LispSM techniuque already. So
you may set _renderOrderNum in overriden code. Depending on which one you
overrode, I
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should lie. However, I
wonder how this even work
Hi Wojtek,
Well... we will see if I will be able to help here.
Yes, I am sure you will! :-)
Each camera has render order flag and associated RenderStage+RenderBin
set.
Ah yes, I had forgotten about the render order number (integer to order
more finely between PRE_RENDER cameras and so on)
Hello !
I hope you don't mind I address you directly for this question, but as you
implemented the view-dependent shadow techniques, you are best placed to
answer it.
Well... we will see if I will be able to help here.
I am currently investigating a problem that seems to be caused by the
or
Hello Wojtek,
I hope you don't mind I address you directly for this question, but as
you implemented the view-dependent shadow techniques, you are best
placed to answer it.
I am currently investigating a problem that seems to be caused by the
ordering of RTT passes. I have a scene that uses
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