Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-22 Thread Sebastian Messerschmidt
I've fixed this behaviour too, by simply taking:

gl_TexCoord[1].t = 1.0- clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] 
),0.0,1.0);
 instead of
gl_TexCoord[1].t =  clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] 
),0.0,1.0);
in the vertex shader

(yeah, I know the clamp is useless here, but since I've been debugging I 
tried almost everything ;-) )

thx a lot
Sebastian


Sebastian Messerschmidt schrieb:
 Hi Christian,

 I think i've seen your post on gamedev.net and tried to answer ...;-) 
 Coincidence.
 Problem for me is, that even on 7.1 it's not working (but I've 
 downgraded driver which might obscurify this issue a bit).
 I recently read some articles, where most of them were stating that 
 binding LUMINANCE to FBOs isn't working properly ever since.
 Could you do me the favour and take a look at my screenies? If the issue 
 should be related to flipped coordinates I could give it some tries 
 into that direction.
 For now I remain a little clueless, since I cannot imagine other 
 applications using shadowmapping in conjunction with FBOs won't
 suffer the same problems.
 Thanks for your answer however ... seems I'm not completly nuts at all ;-)

 cheers
 Sebastian
   
 Hi!

 I didn't look at your images, but I recently posted an issue that seems 
 to be similar to yours... (title issues with latest ATI driver, please 
 confirm)

 I'll quote the relevant part here:

 
 In my program, I use perspective shadow maps, rendering to a depth 
 texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This 
 works perfectly with driver version 7.9. In 8.1 however, it appears that 
 the frame buffer image is flipped upside down for some reason. If I 
 invert the y-coordinate for shadow texture lookup, everything works fine 
 again for this driver version.

 Can anybody confirm these issues? I'm afraid now I'll have to implement 
 a test of whether the frame buffer is flipped to maintain compatibility 
 with the screwed-up ATI driver... I hope this is not the case...
 

 Nobody replied to this post yet, in the meantime I have implemented the 
 workaround which tests the orientation of the image which is rendered to 
 the FBO.

 Perhaps this is of any help
 regards
 chris

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[osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Sebastian Messerschmidt
Sorry for wrong posting :-(

Hello,

I've encountered a very strange problem with osgShadow::ShadowMap.
As I've posted before I have managed to write a perpixel shader that 
uses shadow mapping.
And what shall I say: Works like a charme ... at least on a geForce 
8600, X600, X1300 with older drivers.
Until I tried it with a newer Catalyst driver ... this produced horribly 
wrong shadows. After debugging a bit and trying to get to the real 
problem I figured out, that the depthbuffer captured for the newer 
driver seems sort of warped so projecting this led to wrong shadowing.

I have attached some links that illustrate the problem:

This is the scene rendered with diffuse lighting:
http://img209.imageshack.us/img209/246/grayscaleab8.jpg
This is the result when I project the shadow texture via texture2D using 
GL_EYE_LINEAR

gl_FragColor = texture2D(osgShadow_shadowTexture, gl_TexCoord[1].xy) * 
vec4(1.0,1.0,1.0,1.0);
http://img84.imageshack.us/my.php?image=clipboard01rightsi6.jpg

This is the result with the same shader on several other ATI-cards 
(FireGL, X1300, X1550 with newer Catalyst Drivers)
http://img297.imageshack.us/my.php?image=wrongaz0.jpg

If I use the drivers supplied with WinXP the result is correct however.
I've also checked if texture coordinates calculated are correct and the 
are identical on all card/driver combinations.
Since I've tested texture2D, texture2DProj as well as shadow2D and 
shadow2DProj and the results were always wrong for the ATI cards 
mentioned above I suspected the shadow-texture to be different. Has 
anyone a clue for me? I guess it could be the FBO/texture setup in the 
osgShadow implementation ...

Any hints appreciated!

cheers
psy





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Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Christian Muschick


Hi!

I didn't look at your images, but I recently posted an issue that seems 
to be similar to yours... (title issues with latest ATI driver, please 
confirm)

I'll quote the relevant part here:


In my program, I use perspective shadow maps, rendering to a depth 
texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This 
works perfectly with driver version 7.9. In 8.1 however, it appears that 
the frame buffer image is flipped upside down for some reason. If I 
invert the y-coordinate for shadow texture lookup, everything works fine 
again for this driver version.

Can anybody confirm these issues? I'm afraid now I'll have to implement 
a test of whether the frame buffer is flipped to maintain compatibility 
with the screwed-up ATI driver... I hope this is not the case...


Nobody replied to this post yet, in the meantime I have implemented the 
workaround which tests the orientation of the image which is rendered to 
the FBO.

Perhaps this is of any help
regards
chris

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Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Sebastian Messerschmidt
Hi Christian,

I think i've seen your post on gamedev.net and tried to answer ...;-) 
Coincidence.
Problem for me is, that even on 7.1 it's not working (but I've 
downgraded driver which might obscurify this issue a bit).
I recently read some articles, where most of them were stating that 
binding LUMINANCE to FBOs isn't working properly ever since.
Could you do me the favour and take a look at my screenies? If the issue 
should be related to flipped coordinates I could give it some tries 
into that direction.
For now I remain a little clueless, since I cannot imagine other 
applications using shadowmapping in conjunction with FBOs won't
suffer the same problems.
Thanks for your answer however ... seems I'm not completly nuts at all ;-)

cheers
Sebastian
 Hi!

 I didn't look at your images, but I recently posted an issue that seems 
 to be similar to yours... (title issues with latest ATI driver, please 
 confirm)

 I'll quote the relevant part here:

 
 In my program, I use perspective shadow maps, rendering to a depth 
 texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This 
 works perfectly with driver version 7.9. In 8.1 however, it appears that 
 the frame buffer image is flipped upside down for some reason. If I 
 invert the y-coordinate for shadow texture lookup, everything works fine 
 again for this driver version.

 Can anybody confirm these issues? I'm afraid now I'll have to implement 
 a test of whether the frame buffer is flipped to maintain compatibility 
 with the screwed-up ATI driver... I hope this is not the case...
 

 Nobody replied to this post yet, in the meantime I have implemented the 
 workaround which tests the orientation of the image which is rendered to 
 the FBO.

 Perhaps this is of any help
 regards
 chris

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