Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)
nevermind .. I was not able to make it through the construction of the texture matrix but made it in the shader. Nickolai, suddenly can not share the code due to contractual obligations but can give some hints Thanks anyway Nick On Fri, Aug 12, 2016 at 2:59 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Maybe I made it a bit confusing. > > My problem is the clipping of the projected texture based on some near/far > distances and the ones specified in the projection matrix have no effect > > On Fri, Aug 12, 2016 at 11:14 AM, Nickolai Medvedev > wrote: > >> Hello, Trajce! >> >> As far as I have understood, a problem with near/far? >> Try to increase them. >> >> By the way, I will be glad to see shaders, publish them, please. >> >> Thank you! >> >> Cheers, >> Nickolai >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=68358#68358 >> >> >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > trajce nikolov nick > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)
Maybe I made it a bit confusing. My problem is the clipping of the projected texture based on some near/far distances and the ones specified in the projection matrix have no effect On Fri, Aug 12, 2016 at 11:14 AM, Nickolai Medvedev wrote: > Hello, Trajce! > > As far as I have understood, a problem with near/far? > Try to increase them. > > By the way, I will be glad to see shaders, publish them, please. > > Thank you! > > Cheers, > Nickolai > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68358#68358 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)
Hello, Trajce! As far as I have understood, a problem with near/far? Try to increase them. By the way, I will be glad to see shaders, publish them, please. Thank you! Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68358#68358 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Simulating Light Lobes with Projected Textures (Range mapping)
Hi Community, I have F+ lighting system and I am about to "integrate" projected textures to act as lights instead of the original physics based lighting. I have managed to have the projected textures to work nicely and the only thing left is light (the projected texture) attenuation to fully simulate lights. The shaders are very simple ( I can post them here if needed ). The thing that hurts my head is the construction of the texture matrix - I am updating it via uniform update callback where the computation is done, it is something like: osg::Matrixf m = osg::Matrixf::inverse(worldMatrix) * viewMatrix * osg::Matrixf::perspective(120, 1.0, 0.001, 10); For reasons I guess the far/near planes are not being taken into account, if that is the way of how this texture matrix calculus should work Anyway, I am struggling with this and will appreciate any hints or insights Thanks a bunch as always! Cheers, Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org