Hi Nick,
I failed to use the default Shadow-Mapping techniques in a deferred
rendering context. I never fully understood how to split the
shadow-map generation into later binding the resulting texture to my
actual lighting/shadowmapping part.
Any insights on this?
Basically I've got
Here's the profiling data...
apply this change to osgclip.cpp:
Code:
diff --git a/examples/osgclip/osgclip.cpp b/examples/osgclip/osgclip.cpp
index 3b74bd2..b202e35 100644
--- a/examples/osgclip/osgclip.cpp
+++ b/examples/osgclip/osgclip.cpp
@@ -28,6 +28,8 @@
#include osg/LineStipple
#include
Hi Jannik,
A quick reply as I am replying on my phone. My intention was to introduce
the same technique as osg::Node::asTransform() to avoid the dynamic cast,
but only do this if there was a noticeable performance regression.
The 20% regression you've seen could qualify. Is this with a release
Hi Sebastian,
I am not DR expert ( I am reading now some papers though ). Marcin Hajder
or Wojtek Lewandowski for sure can answer this. Hope they will give you
some insights. Sorry :-) ..
If my learning goes well, in few months I will revisit this topic ;-)
Nick
On Mon, Jun 8, 2015 at 9:03 PM,
Hi Robert,
I did a couple of builds one for MacOSX 10.10 and for android gles1. For
macosx everything worked so far but for android I'm getting this error
using the toolchain:
osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration
'typedef GLfloat GLdouble'
I suspect this is the
Hi,
I generated a vpb terrain from imagery and elevation data which are in latlon
WGS84 projection. In the output database the altitude seems to be in degrees.
is that true? if yes whats the reference? how can i convert into meters?
I'm using osgdem as:
osgdem -t texture_file.tif -d
Hi Vijeesh,
osgdem will assume the coordinate systems of the input if your don't
provide any guidance on the output format. I you run 'osgdem -h' in
the console the command line options will be listed, these include:
--geocentric Build a database in geocentric (i.e. whole earth) database.
Hi Werner,
I am not the author of the LISPSM technique (Wojtek Lewandowski is), but if
it all works for GL2 (which I use too) I expect it is something with the
GL3 support.
And yes, the shadow technique has it's own shaders you can replace too
(what I am doing for my project). Have a look at
Sorry, was on a business trip for a while.
Here is my code (shortened a little):
osg::Group*rootNode=newosg::Group();
view-setSceneData(rootNode);
shadowedScene=newosgShadow::ShadowedScene;
shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
Hi All,
I have merged various pending submissions for bug fixes and minor
feature enhancements, made a number of bug fixes/improvements myself
and am now ready to tag the 3.3.8 dev release. I've have tested under
Kubuntu 15.04 and Windows 7+VS2005 and VS2013. These are all the
platform
Hi Robert,
I tried my application using the latest trunk and didn't notice any functional
regressions.
However, I did notice a performance decrease in the Update phase of about 20%,
compared to OSG 3.2.0. This had me a bit concerned, so I digged through the
changes and found commit
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