[osg-users] Differences between applying setStateSet in a Node and a Drawable?

2014-05-09 Thread Jaime
What are the differences between applying setStateSet in a Node and in a Drawable?? I have a shader (BumpSpecularOpacity). If I set the stateset to a Node, it works correctly. But, if I set to a drawable it doesn't work. The stateset applied is the same. Any suggestions? Thanks!

Re: [osg-users] Creating working omnidirectional shadow

2014-05-09 Thread Mickael Fleurus
Hi, yeah sorry I messed up with what I meant to say. It's more shadow with omnidirectionnal light, or point light as I think it's named in osg. ViewDependentShadowMap is producing a weird result. Depending on how distant my camera is from the scene, I have strange artefacts that make the

Re: [osg-users] Differences between applying setStateSet in a Node and a Drawable?

2014-05-09 Thread Robert Osfield
Hi Jaime, On 9 May 2014 08:40, Jaime xatp...@hotmail.com wrote: What are the differences between applying setStateSet in a Node and in a Drawable?? I have a shader (BumpSpecularOpacity). If I set the stateset to a Node, it works correctly. But, if I set to a drawable it doesn't work. The

Re: [osg-users] Differences between applying setStateSet in a Node and a Drawable?

2014-05-09 Thread Jaime
Thanks Robert for your response. So, I don't know why it isn't working. This is the way that I configure the shader: stateset-setTextureAttribute(0, m_vGeoms[iContDrawable]-m_tDiffuse); stateset-setTextureAttribute(1, m_vGeoms[iContDrawable]-m_tNormal);

Re: [osg-users] Creating working omnidirectional shadow

2014-05-09 Thread Trajce Nikolov NICK
Hi, if your shadows are moving with the camera, then you are using the default viewer lighting mode which moves the light with the camera. Try setting the viewer with no light ( viewer-setLightingMode(osg::View::NO_LIGHT); ) and set your own LightSource in the scene that you can position

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Mickael Fleurus
[quote=Trajce Nikolov NICK]Hi, if your shadows are moving with the camera, then you are using the default viewer lighting mode which moves the light with the camera. Try setting the viewer with no light ( viewer-setLightingMode(osg::View::NO_LIGHT); ) and set your own LightSource in the scene

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Trajce Nikolov NICK
Hi, you have option to replace the shaders in the ShadowMap for this. Then you can tune the effect as You wish., but this is a bit complex. Also, with my setting with the direction light it should work with the light position - it is what I use in my app and works great with the ephemeris model

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Mickael Fleurus
I checked the source of the SilverLining SDK, and I don't think it will be useful for what I search to achieve. After more research, I think that what make that no solution is good for what I'm looking to achieve is that every solutions use a single camera with a limited field of view to create

Re: [osg-users] Android osgPlugins

2014-05-09 Thread Nathan Collins
Hi all, I've got to this point again. I have built OSG and got the examples to run, but not load files. I'm getting the same issue from my original post: Code: 05-09 14:33:04.726: E/Osg Viewer(4848): There are 1 models to load 05-09 14:33:04.726: E/Osg Viewer(4848): Loading:

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Trajce Nikolov NICK
One more thing. There is setMaxFarPlane() method in the osgShadow::LightSpacePerspectiveShadowMapDB. Nick On Fri, May 9, 2014 at 4:17 PM, Mickael Fleurus mickaelfleu...@ymail.comwrote: I checked the source of the SilverLining SDK, and I don't think it will be useful for what I search to

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Wojciech Lewandowski
Mickael, As far as I know none of existing techniques in OSG does what you want. You will need to roll up your sleeves and work hard to obtain the effect you wish. I was once contracted to do multiple shadow lights with full spherical coverage of light field. Its proprietary code and I cannot

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Trajce Nikolov NICK
Here you go, directly from the author :-) Nick On Fri, May 9, 2014 at 5:46 PM, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: Mickael, As far as I know none of existing techniques in OSG does what you want. You will need to roll up your sleeves and work hard to obtain the effect