Hi. Do you mean this:
vec4 p_worldspace4 = texture2DRect(posMap, gl_FragCoord.xy);
vec4 shadowTexCoord = shadowViewProjection * p_worldspace4;
float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5,
shadowTexCoord.y/2 + 0.5).z;
float visibility = 1.0;
if (p_worldspace.z depth)
visibility
Hi,
this line seems to be wrong:
Code:
float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5, shadowTexCoord.y/2
+ 0.5).z;
it should be
Code:
float depth = texture2D(shadowMap, vec2(shadowTexCoord.x/2 + 0.5,
shadowTexCoord.y/2 + 0.5)).x;
Additionally you compare the depth from
Dear All,
I am getting my hands dirty with osg, and I have faced below problem
and could not find a solution on the previous posts, forums etc.
*Problem:* when reading a osg file via osgDB::readNodeFile( fileNameStr )
in order to create
a node (osg::Node), while traversing this node with
Hi.
I finally came up with the projected shadow map (not shadows yet):
http://youtu.be/geTIxhqT4x4
This is my final pass fragment shader: http://goo.gl/LNtYNh
It's simply the projected shadow map for each fragment.
Although, when I output shadowTexCoord.z:
gl_FragColor = vec4(shadowTexCoord.z /
Hi Murat,
maybe you post your code snippet of the traversal so we see what might be
wrong there
Cheers,
Nick
On Sun, Oct 13, 2013 at 5:16 PM, Murat KIRTAY muratk...@gmail.com wrote:
Dear All,
I am getting my hands dirty with osg, and I have faced below problem
and could not find a
Hi,
you write the depth in your first texture component(accessed from the shader
with .r, .x or .s). But you read it from the third component of your
texture(.z). I know it looks confusing at first to read the depth from .x, but
this is actually right.
Thank you!
Cheers,
Marcel
Hi.
My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1
So all xyzw contain the depth fragment. I tried .x too.
My current problem is in interpreting shadowTexCoord.z
The shadow projection matrix setup is: http://goo.gl/ly2u7F
Does that mean my shadowTexCoord.z should be in the
Hi all - I have grouped my animations in one long sequence using 3ds
2010 but would like to seperate these out in OSG as named seperate
animations based on a start stop key frame value . Is this possible to
do using osgAnimation?
Best Regards
Paul
I've decided to assign colors to different shadowTexCoord.z values.
That's my final pass fragment shader now: http://goo.gl/n6FrVB
Turns out shadowTexCoord.z is in the range (-51.85;-50.80) for the scene
for some reason.
And, as you see from this video:
http://youtu.be/_NQLCXYveHYshadowTexCoord.z
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