Hi,
Does anybody have any example where I could find any solution to combine shadow
maps and other shaders, specially bump mapping??
Thanks!
--
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Hi Jaime,
yes, I have such an example. If you have the bump mapping GLSL code ready
you can mix it with the shadow map shaders and set it to your shadow
mapping technique - there are methods
like
setShadowVertexShader/setShadowFragmentShader/setMainVertexShader/setMainFragmentShader
Nick
On
Thanks for your response Nick.
Yes, I have my bump shader. But I don't know how to combine.
Please, could you give me an example with code??
Thanks!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58878#58878
yes. I will ping you on email
Nick
On Fri, Apr 11, 2014 at 11:05 AM, Jaime xatp...@hotmail.com wrote:
Thanks for your response Nick.
Yes, I have my bump shader. But I don't know how to combine.
Please, could you give me an example with code??
Thanks!
--
Read this
Hi.
Here's my example: https://bitbucket.org/kornerr/osg-deferred-shading (
http://youtu.be/AjWOSuLxZ68 )
It has 2 implementaions: plain OSG and EffectCompositor (not part of OSG).
The basic idea behind my implementation is to:
* render the shadow only information to texture;
* do all the rest
Hi,
in my Qt application I'm experiencing some issues when the viewer is reduced to
0 height. I reduce the viewer size to 0 height then I increase its height again
and when I try to interactively rotate the (no more visible - see below) scene
with mouse (through a trackabll manipulator) I get
Hi Josh,
A Quadro shouldn't have problems with texture subloading, NVidia
drivers are normally pretty good, but perhaps the one you are using is
not great. Trying other machines even if they aren't your target
would help as a sanity test.
One thing you could try is to disable the subloading
H Ahmed,
There are various ways to scroll textures:
1) manipulate the texture coordinates on geometry,
2) modify the texture coordinates via an OpenGL texture matrix -
using osg::TexMat (wrapper to glTexMat) state attribute attached to
the StateSet above the subgraph you want to scroll,
3) use
Hi Gianni,
The issue sounds vaguely familiar, but I'm afraid I can't recall all
details off the top of my head, or whether it was osgQt specific even.
My guess it'll be an issue with the camera projection matrix being
scaled to 0,0 to fit to zero sized viewport and then once an attempt
to
HI ZL,
I am bit confused, VPB is an offline tool used on desktop or server
machines to build a database. It's not a piece of software ever
written to run on Android, it's never been ported, and I really can't
see any value in this either. If you want to do this under Android
then give up now,
Hi Keith,
We've had problems with VisualStudio's buggy compiler when it comes to
handling valid C++ relating to streams. It's kinda crap but that's
just what we have to put with.
Is the problem you are having with the svn/trunk version of VPB or one
of the dev releases? There is chance that
HI Martin,
The svn/trunk and OSG-3.2 versions of the OSG have a
CameraManipulator::updateCamera(Camera) method that by default just
sets the Camera's ViewMatrix, but you can modify other parameters in
your CameraManipulator subclass.
Robert.
On 9 April 2014 15:41, Martin Siggel
Hi Keith,
Please search the forum/mailing list.
This topic has been raised quite a few times.
Please add /FORCE:Multiple to your linker options for the complaining
module/linking application.
@Robert, I think the option might be added to the CMakeList to fix this
at least for VPB.
I
Oh! that's new! I need to upgrade now to osg-3.2 :)
Rafa.
2014-04-11 16:39 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
HI Martin,
The svn/trunk and OSG-3.2 versions of the OSG have a
CameraManipulator::updateCamera(Camera) method that by default just
sets the Camera's ViewMatrix,
Hi Robert,
If I set the camera projection resize policy to FIXED then I don't get the
bunch of NAN dump and the does not disappears.
Anyway I tried with the osgviewer application calling it with --window option
and even if the camera projection resize polici is set to HORIZONTAL, it works
fine
Thanks.
The environment variable doesn't change the results, but the latter suggestion
(font-setMinFilterHint(osg::Texture::LINEAR)) does. The text is all
displayed, albeit at a lower visual quality (which I guess should be expected).
Upon further digging, the application wasn't using the
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