Hi Robert,
I checked the svn/trunk last week and as you said the clipping problem seems to
have been resolved.
After exploring your new VDSM implementation further, it seems that there is a
bug with the ReceivesShadowTraversalMask (or I am missing something). If I
turn off this mask bit the
Hi Robert,
This is a super-delayed follow-up but I've finally circled back around to this
issue.
Using the standard osgshadow example I can reproduce the general problem I'm
having (shadows being clipped prior to the edge of the screen) by running with
the following parameters:
osgshadow
Hi Garret,
I used your suggestion command line options but haven't spotted the
clipping issue yet. I'm using svn/trunk version of the OSG. Which
version are you using?
Could you record an animation path by pressing 'z' to start and again
'z' to stop and save to a saved_animation.path file.
Hi Robert,
Thanks for the quick reply.
I am using 3.1.1 with the hopes of remaining somewhat stable. ;)
Perhaps I should try the svn/trunk version.
Attached is the animation path that shows the clipping on my installation. The
forum would not allow the *.path extension so I change it to .txt
Hi Garret,
On 23 August 2012 19:28, Garrett Cope garrett.cope@simcen.usuhs.edu wrote:
Attached are two screen shots. 'shadow_before' is the base state with a box
casting a perfectly fine shadow. 'shadow_after' is where I have rotated the
camera such that the box has moved out of view to
Hi Robert,
I haven't been able to reproduce my specific problem with the osgshadow
example, but I have been able to reproduce all kinds of weird clipping planes.
Just none that are resolved by commenting out the aforementioned section.
For instance, if I set the default light direction in the
Hi Garret,
Could I suggest that you try out the new
osgShadow::ViewDependentShadowMap found in svn/trunk of the OSG, it's
more robust and flexible than the old LispSM implementation.
Robert.
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Hi Robert,
Thanks for the suggestion! VDSM is nice and concise - nice work!
But unfortunately I still get the same clipping problem with it, so I'm sure
it's something wrong on my end. I'll keep plugging away and see what I can come
up with.
Thanks again,
Garrett
...
--
Hi Garret,
On 23 August 2012 18:18, Garrett Cope garrett.cope@simcen.usuhs.edu wrote:
Thanks for the suggestion! VDSM is nice and concise - nice work!
But unfortunately I still get the same clipping problem with it, so I'm sure
it's something wrong on my end. I'll keep plugging away and
Robert,
Attached are two screen shots. 'shadow_before' is the base state with a box
casting a perfectly fine shadow. 'shadow_after' is where I have rotated the
camera such that the box has moved out of view to the right. In this image you
can see another clipping edge beginning at the bottom
Hi Wojtek,
Thanks for replying.
The projection matrix at the points you mention matches what it is in my main
app. I also set do_not_compute for the near/far planes on the main camera but
didn't find any difference.
If I understand the clipping correctly, it's just a polytope representing
Hi,
I'm working with the osgShadow LiSPSM implementation as that seems to be the
one that people have had the most success with. The shadows are great, but are
being clipped vertically as the shadowing object moves near the left or right
edge of the window.
I've seen similar issues in other
Hi Garret,
I have not worked on Lispsm for long time but description of your problem
may suggest that my method of obtaining main camera and its projection
matrix may not work as it used to or your setup uses unusual multi channel
master / slave configuration that was not tested so far. I am
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