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!
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
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
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);
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
[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
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
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
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:
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
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
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
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