Re: [osg-users] osgShadow and model alpha textures

2009-04-11 Thread Adrian Egli OpenSceneGraph (3D)
Hi Bob,
Once you have finished implementing fog, and other features into the PSSM
frag shader, may you could submitt it a s config file.

regards adrian


2009/4/10 Bob Holcomb bob_holc...@hotmail.com

 Wojtek and Adrian,

 Hey guys, you were right on the money.  I changed the PSSM frag shader to
 take the alpha channel from the current texture and it seemed to work well.
  I still need to wiggle my fog calculations into the shader and I think I'll
 be set.  Thanks!

 Cheers,

 Bob

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Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Adrian Egli OpenSceneGraph (3D)
Hi all
The PSSM has a GLSL shader inside the implementation. And this makes the
lighting stuff different from default one. Even coloring, .. , transparancy
isn't a easy  task. So to solve such unwished behaviour you can replace the
pssm glsl shader our self. i would copy the org pssm shader from the current
pssm implementation and rewrite those part you need to fix. then you can
pass the new glsl shader thourgh the pssm's shader exchange interface.


/**
 * you can overwrite the fragment shader if you like to modify it
yourself, own fragment shader can be used
 */
class OSGSHADOW_EXPORT FragmentShaderGenerator : public
osg::Referenced {
public:
/**
 * generate the GLSL fragement shader
 */
virtual std::string generateGLSL_FragmentShader_BaseTex(bool
debug, unsigned int splitCount,double textureRes, bool filtered, unsigned
int nbrSplits,unsigned int textureOffset);
};

/** set fragment shader generator */
inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw)
{ _FragmentShaderGenerator = fsw;}



i hope this solve your problems.

important to know : (SingleThreaded is a must)
osgshadow --pssm --SingleThreaded




/adrian

2009/4/8 Wojciech Lewandowski lewandow...@ai.com.pl

 Bob,

 Its hard for me to imagine how one could get the effect of lightening
 instead of dimming. But maybe color material set in vertices
 (GL_COLOR_MATERIAL)  may be involved somehow. This attribute is not handled
 by vertex shaders. But its handled by fixed pipeline.You may look at the
 shaders code ( stored inside osgShadow\src\StandardShadowMap.cpp ). All
 classed derived from StandardShadowMap (Lispsm included) may work bit
 differenet than other techniques because they define Vertex Shader. If your
 fixed pipeline lighting setup is different than what is assumed in SSM
 vertex shader we may see some issues not observable with other techniques
 (which only use Fragment Shaders). SSM vertex shader assumes that we have
 one light and separately compute and pass diffuse and ambient components to
 fragment shader. If ambient is passed separately, fragment shader may
 properly remove only diffuse component  in shadowed areas keeping ambient
 untouched.

 Cheers,
 Wojtek

 Cheers,
 Wojtek
 - Original Message - From: Bob Holcomb bob_holc...@hotmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Wednesday, April 08, 2009 2:34 AM
 Subject: [osg-users] osgShadow and model alpha textures



  Hello,

 I'm adding osgShadow to an existing osg project and I'm getting some weird
 results with PSSM (Parallel Split Shadow Maps).  They don't seem to be
 respecting the alpha channel of my model's texture.  For example, I have
 helicopter model who's rotor system is represented by a quad and a texture
 of the blades which is mostly transparent. When rendering before adding
 osgShadow it looked fine.  After adding osgShadow the translucent part is
 white (but the shadows projected on the ground look pretty good!).  This
 only affects the items under the shadowedScene node, any geometry not under
 that node is rendered correctly.

 I've also tried the Light Space Perspective Map technique and found that
 the self shadowing looks great, but the projected texture on the ground
 actually makes the ground lighter instead of darker.  If anybody has any
 info on either of these issues I would also appreciate the help.  Thanks!

 Cheers,

 Bob

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 http://forum.openscenegraph.org/viewtopic.php?p=9871#9871







 



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Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Bob Holcomb
Wojtek and Adrian, 

Thanks for your help.  I'll be working on the shaders to see what I can turn 
up.  I'll let you know what I find.   Thanks again!

Cheers, 

Bob

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Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Bob Holcomb
Wojtek and Adrian, 

Hey guys, you were right on the money.  I changed the PSSM frag shader to take 
the alpha channel from the current texture and it seemed to work well.  I still 
need to wiggle my fog calculations into the shader and I think I'll be set.  
Thanks!

Cheers,

Bob

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Re: [osg-users] osgShadow and model alpha textures

2009-04-08 Thread Wojciech Lewandowski

Bob,

Its hard for me to imagine how one could get the effect of lightening 
instead of dimming. But maybe color material set in vertices 
(GL_COLOR_MATERIAL)  may be involved somehow. This attribute is not handled 
by vertex shaders. But its handled by fixed pipeline.You may look at the 
shaders code ( stored inside osgShadow\src\StandardShadowMap.cpp ). All 
classed derived from StandardShadowMap (Lispsm included) may work bit 
differenet than other techniques because they define Vertex Shader. If your 
fixed pipeline lighting setup is different than what is assumed in SSM 
vertex shader we may see some issues not observable with other techniques 
(which only use Fragment Shaders). SSM vertex shader assumes that we have 
one light and separately compute and pass diffuse and ambient components to 
fragment shader. If ambient is passed separately, fragment shader may 
properly remove only diffuse component  in shadowed areas keeping ambient 
untouched.


Cheers,
Wojtek

Cheers,
Wojtek
- Original Message - 
From: Bob Holcomb bob_holc...@hotmail.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, April 08, 2009 2:34 AM
Subject: [osg-users] osgShadow and model alpha textures



Hello,

I'm adding osgShadow to an existing osg project and I'm getting some weird 
results with PSSM (Parallel Split Shadow Maps).  They don't seem to be 
respecting the alpha channel of my model's texture.  For example, I have 
helicopter model who's rotor system is represented by a quad and a texture 
of the blades which is mostly transparent. When rendering before adding 
osgShadow it looked fine.  After adding osgShadow the translucent part is 
white (but the shadows projected on the ground look pretty good!).  This 
only affects the items under the shadowedScene node, any geometry not 
under that node is rendered correctly.


I've also tried the Light Space Perspective Map technique and found that 
the self shadowing looks great, but the projected texture on the ground 
actually makes the ground lighter instead of darker.  If anybody has any 
info on either of these issues I would also appreciate the help.  Thanks!


Cheers,

Bob

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Re: [osg-users] osgShadow and model alpha textures

2009-04-07 Thread Bob Holcomb
I forgot to mention that I'm running an Nvidia 8600m and windows XP.

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