Hi Robert,
I've just has a look at your changed RenderStage. The changed code is
below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which
disables the draw and read buffer is done after the FBO apply? I
looks to me that one could simply have an #ifdef/#else. I do also
wonder
I meant evangelism as spreading the word. In other words you do the PR
for this modification. ;-)
Wojtek
- Original Message -
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 24, 2009 4:21 PM
Hi J-S,
I think if it gives a verifiable gain (less video memory used for depth
component RTT) then you can submit it. As you know, submission does not
mean that you need to be confident that it does not break anything, it
means that you are sending it for review. Robert will check it out, if
Hi J-S,
Looking at the code, it seems like the same thing happens with the depth
buffer, i.e. a depth attachment will be created if none is present. IMHO,
a depth buffer is not mandatory - you could want to do an RTT pass on a
single fullscreen quad, in which case you don't need depth and can
Hi ,
The code in osgUtil/RenderStage.cpp (as it stands now) automatically
attaches a depth buffer if there is none, and a color buffer if there is
none. Perhaps this code should be removed. If this causes problems to
applications on some drivers/cards, I think it's up to the application to
Hi J-S and Michele,
As I was summoned by shadow spell, I will drop my two cents in this
discussion. Last time I checked OSG was also creating accompanying color
buffer for the depth shadow map. Which usually multiplies GPU memory
alocation by two (assuming RGBA is 32 bit and Z is 32 bit).
Hi, J-S
Last time I checked OSG was also creating accompanying color buffer for
the depth shadow map. Which usually multiplies GPU memory alocation by
two (assuming RGBA is 32 bit and Z is 32 bit).
Wow, isn't that a bug? It surprises me that no one has tried to fix that,
it seems pretty
Daniel,
Frankly, I have never thought about such usage. I must admit that LispSM
was not prepared for such scenario. All ViewDependentShadowTechniques
(LispSM included) make assumption that there is one technique per View. I
suppose that even if you use the same ShadowTechnique object but
Hi J-S,
Looks to me more like texture/sampler conflict than texgen conflict. I think
so because shadow on second pictutre looks like some text. I can discern
letters e and K. Its a long shot but I have no other ideas. You may verify
if its texgen issue by modifying shaders to display shadow
Hi J-S,
Scenario you described is quite common. My collegue had similar problem
recently while mixing shadows with soem animation techniques. He was trying
to come up with similar identification scheme.
Simplest method I can think of: is modification of osgShadow:: LisPSM
techniques and
Hi J-S,
I was sure you would answer my question :-)
You got me. Say magic word shadow and I will crawl up from my den ;-)
Simplest method I can think of: is modification of osgShadow:: LisPSM
techniques and related to give well defined unique names to rtt cameras
they create. Its maybe
Serge,
I have no access to the code now. All techniques derived from
osgShadow::ShadowMap share this limitation. If my memory serves me right they
all ignore ReceivesShadowTraversalMask.
But many tricks or graph rearangments were discussed earlier. For example look
at this thread:
Alena,
There are two versions of VS 2005. VS 2005 and VS 2005 SP1. The same with
runtime redistributables. If you used VS 2005 SP1 make sure you have installed
SP1 redist. Its unfortuante but MS makes them available in the packages named
exactly the same. So its possible to install older one
Hi Bryan,
I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers
185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024
screens runs at 600 hz. When graph stats are turned on (second 's' keypress)
framerate drops to 60-70 hz. When running your modified
Michael,
Sorry I am not sure whats going on but it looks like forum/osgmail server
abbreviates this link somehow. I checked what I sent and it looks like part
of link is missing. I attach this link as text file. I hope it will work
now.
If text attachment gets mangled: Address is
Miguel,
I am not sure whats the problem. Shadows on the ground look ok. So the
matrices must be ok as well. All I can notice is improper self shadowing on
soldier models. If this is the case then look at following thread:
to apply LISPSM shadows to a scene
withdifferentshaders - Part 3
Wojciech Lewandowski lewandow...@... writes:
Miguel,
I am not sure whats the problem. Shadows on the ground look ok. So the
matrices must be ok as well. All I can notice is improper self shadowing
on
soldier models
Hi Cristina,
Take it with the grain of salt, as I am not completely sure if this is
similar problem, but we saw a cases where some StateAttributes set in graph
nested cameras did not work. Usually solution was adding a group to the
camera and setup the stateset and scene there. Can you check
Hi,
Sounds like you should look at osgSim::OverlayNode. I believe that
osgsimulation example shows how to use it.
Cheers,
Wojtek
From: zhu liangxiong
Sent: Thursday, May 14, 2009 8:41 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] View-dependent texture
Hi all,
I have a
Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 8:12 AM
Subject: Re: [osg-users] VirtualProgram - making programmable
pipelinelessfixed
Hi Wojtek,
On Mon, May 11, 2009 at 10:06 PM, Wojciech
-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 10:33 AM
Subject: Re: [osg-users] VirtualProgram - making
programmablepipelinelessfixed
Hi Wojtek,
On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Thanks, Robert,
Well, I am happy with this simple
Thanks J-S,
I am glad I have Your support. Honestly, I was counting on You ;-) I am not
that fluent in English as I would like to be. Writing such posts usually
take me much longer than in may native polish, I often realize that some
ideas got lost in the midle of batlle with proper
J-S, Robert, Maciej, Roland et al,
Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add
changes that Robert made and maybe will create more advanced example.
Roland, you are right this was a rather simple example of VirtualProgram. In
practice we employ it in bit more
Hi Guys,
The fix seems to work but I had to add it myself as latest SVN trunk revision
10163 seems to not contain
_mouseCursor( InheritCursor )
but
_mouseCursor( 0 )
which still produces compilation error.
Wojtek
- Original Message -
From: Serge Lages
To:
I see that just added revision 10168 does the trick. Ignore my former post.
Cheers. Wojtek
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Friday, May 08, 2009 2:28 PM
Subject: Re: [osg-users] Build broken under Windows
Hi Guys,
The fix
Hi Antonin,
I am glad you had this sorted it out. You may try to replace shaders with
yours. Its possible to set only fragment shaders and use fixed pipeline for
vertices by setting MainVertexShader and ShadowVertexShader to NULL.
Cheers,
Wojtek
- Original Message -
From: Antonin
Hi
If its Windows and NVidia you may try changing MultiDisplay/mixed-GPU
acceleration settings in NVidia 3D settings control panel.
Wojtek
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday,
*)
geode-getDrawable(i)-getStateSet();
if(mat){
if(mat.getColorMode() == osg::Material::OFF)
//no material off in my scene ...
}
}
}
}
Wojciech Lewandowski a écrit :
Hi Antonin,
I am glad you had this sorted it out. You may try
Hi Paul,
I have never used composite viewer but I checked osgcompositeviewer example.
Your example code looks suspicious because you add osgViewer::Viewer
instances instead of osgViewer::Views . If it does not help then at least
post a call stack trace. Or run your example in Visual Studio
Hi Antonin,
As far as I remember, ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame for Shadow
map camera is set in osgShadow::StandardShadowMap and should be inherited and
used by all derived classes including DebugShadowMap, MinimalCull/DrawBounds
and all three LispSM flavours. So it looks like
Bob,
Its hard for me to imagine how one could get the effect of lightening
instead of dimming. But maybe color material set in vertices
(GL_COLOR_MATERIAL) may be involved somehow. This attribute is not handled
by vertex shaders. But its handled by fixed pipeline.You may look at the
shaders
Hi Guys,
I usually get half of the initial framerate with LISPSM DB shadows. DB variant
does one extra pass (beyond shadow map pass) to prerender the scene and compute
minimal shadow bounds.This may be the culprit in your case. Result of this
phase, the image with depths recorded at some
Ben,
Looks like back projection issue. If your light is spot light with cone 180
deg then it could be fixed by one of the tricks used to clip back projected
textures (additional clip plane or special 1D texture). You should find a lot
of stuff in the web that explain texgen projections and
Subject: Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive
Wojciech Lewandowski wrote:
Guys,
Sorry if I offend anyone but I thought this should be obvious. Looks like
only J-S got it ;-) So I now shout to make it clear:
If you don't like Vertex shader I use you
Guys,
Sorry if I offend anyone but I thought this should be obvious. Looks like only
J-S got it ;-) So I now shout to make it clear:
If you don't like Vertex shader I use you can easily turn it off and switch to
Fragment shader only version. You can easily adopt approach where you have only
Roger,
I am following your posts but unfortunately cannot find any strong suggestion
to help. But I may offer two blind shots, maybe they bring some relief to your
problem.
1: I have found that we accidentally created two independent classes with
Hi Paul,
Can anybody tell me why I have this osgShadow compile problem using OSG
2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I
attempted to compile 2.7.7 as well..
I am not sure what is recommended solution for your case. Issue is probably
related to usage of
Hi Richard,
If you don't mind using vertex shader then look at shaders defined in
osgShadow::StandardShadowMap.
But I understood that you actually don't want to use vertex shader and you
keep fixed vertex pipeline (which is reasonble in many cases). Assuming that
we have one light only (all
Hi Kim,
Im curious which OSG version you use ? Could this be that you have dual view
setup ? Maybe you have the same error Marco Jez reported recently. You may try
to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it
helps.
Cheers,
Wojtek
- Original Message
Hi Guys,
I generally agree that suppressing these warnings is bad. Truth is if they
were not disabled at the early days of OSG most of them would be not present
today because authors would fix them in other way. And this poses a danger
for the future. As along as we keep them disabled authors
Hi Robert,
I have restored MSVC disabled warnings in osg/Export. Difference is they are
now disabled only when OSG_DISABLE_MSVC_WARNINGS macro is defined. This
macro is set through CMake options and autogenerated in osg/Config. Simon
suggested that it would be cool if we had more control
wordy and while of dubious practical
value would at least fix the warnings.
Robert.
On Fri, Nov 21, 2008 at 2:13 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi, Guys
Unfortunately we don't always want or can use precompiled headers.
Besides,
argument about precompiled headers is double
Hi Robert,
Could you one of your guys implement that original workaround as a
runtime optional flag in GraphicsWindowWin32, with an env var settings
it's default value. I'd suggest that this workaround is now to set
off.
I will see what I can do.
Wojtek, do you know what driver version
Hi, I wish I had some friends at NVidia. But unfortunately they not seem to
treat me specially. I went through standard Bug report form on developer
NVidia website. At least last time they let me know they repeated the bug
and did something about it. 2 former cases when I sent reports were
Hi Marco,
Its really weird. I am pretty much sure we have tested this with Vista x64,
but maybe not the latest drivers. May I send you simpified OpenGL only repro
I have sent to NVidia as a bug report ? I am curious if the crash will
happen with it as well ?
Cheers,
Wojtek
-Original
Thanks, Marco.
I will send this code tomorrow from my office. I don't have it at home.
Cheers,
Wojtek
Hi Wojtek,
Its really weird. I am pretty much sure we have tested this with Vista
x64,
but maybe not the latest drivers. May I send you simpified OpenGL only
repro
I have sent to
Hi Rick,
I am afraid you are on your own - I will not be able to help much. Shadow
mapping issues could be really hard ;-( I would need to grab similar board,
roll up the sleeves and start debuging. But I don't have the time nor access
to such hardware.
[..]
When I just use StandardShadowMap
Rick,
I don't know how to help you with your particular problem. But I hope these
2 hints could be useful:
I suppose it would be fairly simple to make similar adjustment for LisPSM as
you did for ShadowMap. Texgen matrix for LispSM is set in
MinimalDrawBoundShadowMap line 225. For safety you
Hi Again Rick,
Small errata: I forgot to add .cpp suffixes to the files I suggest to
modify. So fixes should be done in
MinimalDrawBoundShadowMap.cpp line 225
and
StandardShadowMap.cpp line 753
Let us know if this helps, if it does, I will be smarter next time when this
question appears again.
David,
I saw this. Maybe I'm being daft, but presumably this only helps when you
have the SAME shader for the entire shadowed scene? I have a situation where
the shadowed objects have a variety of different shaders. If I'm missing
something obvious, my apologies.
Thats true. But opposite
Hi David,
Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen
operation on stage 1 to produce shadow tex coords. Fragment shader simply
performs texture from shadow map. So generally you may even hardcode these
operation into your main shaders.
In my company we use
David,
All classes belonging to ViewDependentShadow group derive shaders from
StandardShadowMap. If you look at these shaders you will notice that they are
split into main vertex and fragment shader and shadow vertex and fragment
shader. Main shaders do nothing extraordinary they simply
Hi Guys,
Similar problem also existed on older NVidia drivers in Windows XP.
Framerate was slowly degrading when stats were on.I wrote about this few
months ago. Recent driver realeases do not cause this effect. Try latest
178.24 drivers if NVidia and Windows is you configuration.
Cheers,
Hi Adrian,
These errors are weird. And it looks like GLSL compiler does not know what is
gl_LightSource size ? I am puzzled because ite GLSL built in variable.
I looked for web for this error. I have found a thread on gamedev.net.
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional requests
from others. Once you managed to solve your blending issue this discussion
seems purely academic. Lets wait for some practical problems to appear. I
think this is actually best choice. With every piece we
Roger,
I had similar dilemma at some point. I was thinking about overridding cull
visitor but had problem how to substitute original cull visitor with my class
in the middle of cull traversal. Finally I adopted other approach. Once Cull
Visitor traverses the scene all drawbles land in render
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we
J-S and All,
After a sleep I have taken another look at the subject and I would like to
propose other approach:
In general I doubt I will be able to foresee all types of problems and doubt
I could add flags to suppress all responsible pieces of code. On the other
hand all such problems could
Hi David, J-S
As usual, Great thanks to J-S for doing my work ;-) But I would like to
clarify the blending issue you mentioned.
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth
Hi J-S,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's
.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#include osgShadow/StandardShadowMap
#include osg/PolygonOffset
#include osg/ComputeBoundsVisitor
#include osgShadow/ShadowedScene
#include osg/Geode
#include
Hi J-S,
I have sent proposed tweaks for submission.
I think your observations prove that AlphaFunc is activated by Transparent
bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it
explicitly as a node state attribute whenever BLEND is activated or
TransparentBin is
Hi J-S,
It looks like we are in sort of counter-phase.You convinced me to your
arguments in the same time as I convinced you to mine ;-)
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy with
the status
J-S,
I suppose that single overriden render bin with AlphaFunc/AlphaTest
turned only when needed should be faster in theory. Other options turn
AlphaFunce even when not needed. But in practice I doubt difference will
be noticable.
Even though you managed to activate AlphaFunc, I agree with
J-S,
I agree. I will make proposed changes and resubmit. I will do it tomorrow.
Cheers,
Wojtek
-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Wednesday, October 15, 2008 10:21 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Advice on
Hi Roger,
I think I have it somewhere on my machine at work. Fortunately for me and
unfortunately for you, weekend has come and I may be able to get there and
send this on monday. Let me know if you are still interested.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
Chris,
Please read following page, until final conclusion:
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
So if you have gone to the conclusion you should now understand why
computeNearFar is added to OSG. It simply allows to better utilize depth
buffer range. Compute NearFar
Hi Guys,
Nope, receivesShadowMask is generally ignored in ViewDependentShadows.
Exception in MinimaDrawBoundsShadowMap but there it is used only to
approximate shadow volume which is later additionaly refined.
Problem is that implementing receiveShadowMask without messing with
shaders/and
J-S, Roger,
I am writing for purely formal reasons. It would be rude to not anwser to
your posts. But J-S actually said all I wanted to say. So I have nothing
more to add. Thanks for discussion guys ;-)
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Adrian,
I am afraid I don't understand what you want to do. Could you provide bit more
explicit explanation ? At higher level of abstraction using LispSM with PSSM
should be possible but I am not that familiar with PSSM implementations to
judge whether it is easy or difficult task to merge two
,
Wojtek
- Original Message -
From: Roger James
To: OpenSceneGraph Users
Sent: Monday, October 06, 2008 12:05 PM
Subject: Re: [osg-users] Compile errors in SVN head shadow codewith
floatmatrices
Robert Osfield wrote:
On Sat, Oct 4, 2008 at 9:40 PM, Wojciech Lewandowski
-submissions about this.
Roger
Wojciech Lewandowski wrote:
Thanks, Robert
Roger, I have modified the code so that it explicitly uses Matrixd in
problermatic cases. So in practice there are no compilation errors, but shadows
are still computed using doubles. I would not risk using
[near_0, far_0][near_1=far_0,far_1] [far_1,...] [far_n-1,far_n = far_frustum]
would this be easy to do? multiple shadow technic nodes in one scene to get
such maps.
/adrian
2008/10/6 Wojciech Lewandowski [EMAIL PROTECTED]
Adrian,
I am afraid I don't understand what you want
Thanks,
I will try to fix these. As soon as possible.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Roger James
Sent: Saturday, October 04, 2008 9:34 PM
To: OpenSceneGraph Users
Subject: [osg-users] Compile errors in SVN head shadow code
Wojciech Lewandowski wrote:
Hi Roger,
During work on inclusion ViewDependentShadows into osgShadow I was
dealing with similar problem. Certain architectures allow to use
integer unifrom as gl_TexCoord index but others do not. After few
different approaches I ended up with old school search
Hi All,
I once again checked operator precedence to be sure. == operator has higher
precedence than bitwise . So it looks like parentheses are needed.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bob Kuehne
Sent: Friday, October 03, 2008
sun light concept (user light) is not a good idea. i don't know.
how can i force the algorithme to cull the light?
2008/9/30 Wojciech Lewandowski [EMAIL PROTECTED]
Adrian,
Does osgShadow::ShadowMap works in the same case ? I tried to mimic
osgShadow::ShadowMap functionality. Both
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Monday, September 29, 2008 10:32 PM
Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)
Hi Adrian,
I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find
what
Hi Matthieu,
Try using --SingleThreded mode with your viewer. I once tried to do similar
thing. Although in my case I was dumping color buffer.But very often I was
reading wrong portion of the whole range. It turned out that default
multithreading of OSG was runnig two frames concurently and
:[EMAIL PROTECTED] De la part de Wojciech
Lewandowski
Envoyé : mardi 30 septembre 2008 16:27
À : OpenSceneGraph Users
Objet : Re: [osg-users] frame control and callback
Hi Matthieu,
Try using --SingleThreded mode with your viewer. I once tried to do similar
thing. Although in my
Hi J-S,
I guess its related to my computation of clamped projection matrix. I need
to compute this matrix myself as its not yet computed when I cull shadows.
It is computed at the end of whole traversal. I copied clamping code from
osgSim::OverlayNode. I guess that for this computation I may
Hi Adrian,
I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find
what is wrong.
Cheers,
Wojtek
[Wojciech Lewandowski] -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Saturday, September 27, 2008
, 2008 10:17 AM
Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)
Thanks,
it doesn't solve my problem. i will have a look into the code as soon as i
have some time left
adrian
2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED]
Thank You, Adrian
Hi Everyone,
I have quick question. We have added simple ReadCallback to
osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our
terrain.
We simply call osgDB::readNodeFile( PageLOD_file ). Intersection works, but it
looks like these files are not stored in any cache nor they
Thanks,
You could use the osg::Registry object cache for the subgraphs you've
loaded.
Thanks, We will try to do this. We will call readNodeFile with CACHE_ALL in
options.
Cheers,
Wojtek
Robert.
On Wed, Sep 24, 2008 at 11:45 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Everyone
expiry management
On Wed, Sep 24, 2008 at 6:45 AM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Hi Everyone,
I have quick question. We have added simple ReadCallback to
osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our
terrain.
We simply call osgDB
Thank You, Adrian
Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap.
StandardShadowMap has setLight method. I believe this is what you want.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph
Hi,
As a propnent of IMPROVE_TEXGEN_PRECISION fix I feel I should make a
response but I am not sure what your problems really are. Tweak in
ShadowMap was related to the way OSG OpenGL computes final texture
coordination matrix. I assume you have read OpenGL documentation and you
know how
Hi Serge,
Try latest NVidia 177.92 beta drivers. They fixed my latest problems related
to multithreaded use. Also may I suggest to stick to --SingleThreaded and
--CullDrawThreadPerContext modes while testing ? If everything goes fine
then try other threading modes. Default threading mode is
Hi Cedric,
Interesting observations. In a sense ShadowMap technique forks cull
traversal. One cull traversal build render bins to draw the scene on the
screen the other traversal bulids render bins for shadow map camera. By
removing a number of objects from this second traversal you should
Hi Guys,
In my opinion other option is to put ShadowedScene as a subgraph. And add
nodes not requiring shadows outside this subgraph. That way node mask is not
neccessary at all and shadows won't be cast on these nodes.
Wojtek Lewandowski
Bonjour Cedric,
It seems that shadow map technique
PM
Subject: Re: [osg-users] Calling Wojciech Lewandowski -
osgShadowimprovements(LiSPSM)
On Thu, Jul 17, 2008 at 2:21 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I think you should probably send your code in its current state to
osg-submissions, that way Robert can keep track of it and it's
already exists in osg).
Cheers,Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Sent: Wednesday, July 16, 2008 8:51 PM
To: OpenSceneGraph Users
Subject: [osg-users] Calling Wojciech Lewandowski - osgShadow
improvements(LiSPSM)
Hello
Hi Rick and Robert,
I mentioned this problem few months ago. Happened on Windows XP and Vista.
It seemed to dissapear with more recent NVidia drivers though (ver 169.xx
and larger). I don't remember exactly but I think it was present only on
dual monitors. Do you by any chance have dual view
Hi J-S,
It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.
You may check if bool GraphicsWindowWin32::makeCurrentImplementation() looks
like this:
bool
Hi J-S,
If you are 100 % sure it was windows Update, you may try System restore and
see if it reverts the issue. Let me know if you find additional facts.
Wojtek
-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 9:32 PM
To: [EMAIL
Hi Hesicong,
You could try seting Image::internalTextureFormat to GL_RGBA32F_ARB. When you
attach image to RTT camera its FBO Renderbuffer format is selected based on
this parameter. If your image had not set internalTextureFormat Render buffer
should be standard 32bit RGBA.
There was also
be power related. I will try to arrange some heavy duty power supply and
redo the tests again later this week. Anyway it looks like at this stage
results are more promising than with XP and two different GeForces.
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski
in the dwm.exe task (dynamic window
manager), which appears to have an OSG rendering performance impact. Anyone
have similar experience here, or other configuration suggestions?
Thanks.
Bob.
--
Wojciech
to arrange some heavy duty power supply and redo the tests
again later this week. Anyway it looks like at this stage results are more
promising than with XP and two different GeForces.
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent
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