Hi Catalin,
None of the osgShadow technique support shadows that surround a point light
source as you have in your scene. This limitation is due the way that
projective texturing is used for the shadow map, essentially you are
limited to FOV from the light source to less than 180.
The only
Hi,
We are trying to test the shadows using OSG, We have multiple lights, but
for now we are playing with only one light, a point source light type. We
are some weird effects, the shadows are cut, a mirror scene as shadow
behind the light. See the video.
HI Werner,
In the stable releases rhere isn't any built in support for remapping
built in types like osg::TexGen that set the gl_EyePlane etc.
attributes to osg_EyePlane uniforms.
I have an experimental branch, shader_pipeline, that has the
beginnings of a mapping to do this but it's not yet
Hi all,
my project needs gl3 features and so I use the following methods:
camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);
camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);
Of course I need my own shaders then.
I'm
Hi Pierre-Jean,
I was also doing some research in that.
I think the shader you adopted is not the only place where shaders have
to be given.
I found some place with comments like
"I don't use my shader because the fixed function shaders have better
performance".
This is just how I remember
Hi,
I would like to use the osgShadow soft shadow map on an Android device (with
GLES 2).
I have already written my own Phong shader for my objects which works very
well. Now I would like to add the shadow map. I have taken the shader code from
the SoftShadowMap.cpp file and I have adapted it
Hi,
I am using osgShadow for adding soft shadows to my scene. My scene has a big
cube that receives shadows and some small objects above it that cast shadows.
My light is placed above all the objects.
The big cube receives correctly the shadows on its top face (perfectly as it
should be), but
Hi Robert,
tested on OS X and works fine. Thanks !
Nick
On Tue, Apr 28, 2015 at 6:01 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
The code looks pretty dodgy so I'm not surprised it crashes, just that
surprised we hadn't spotted it sooner. A better solution is to have
two
On 29 April 2015 at 07:04, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
tested on OS X and works fine. Thanks !
Good to hear, thanks for the testing.
Robert.
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Hi Robert,
as is defined like:
osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix m =
*(osg::Matrix*)(NULL));
when using it without passing a matrix it causes crash with g++ on OS X
(Windows and Linux are fine).
Here is the proposed fix
osg::BoundingBox
Hi Nick,
The code looks pretty dodgy so I'm not surprised it crashes, just that
surprised we hadn't spotted it sooner. A better solution is to have
two methods, one that takes a matrix and one takes no parameters. I
have implemented this and checked it into svn/trunk.
Could you test it out
Hi all,
Am just getting into osgShadow and was wondering do I have to add an
osg::LightSource to my scene to generate shadows? Is it not possible to
just give a Vec3 light position to ShadowMap or ShadowedScene?
Regards
Paul
___
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Hello.
I have some questions based on osgSHadow::ShadowMap
1) I try to use the makeDebugHUD from ShadowMap class with
hudCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR),
but
it doesnt work because in a scene with a movable cessna and a
non-movable truck, the
Hi all
I use VDSM and I have a self shadowing issue. The polygons with both faces
visible flicker with the shadow.
Imagine this is the case for a fence around a house. The fence polygons show
the fence texture on both sides.
Did anybody experience the same behavior and find a good solution for
Hi, all
How i can apply shadow texture for object's native state? I don't want modify
osg's sources (native shaders). I implement shader for multitexture terrain +
grass and other objects, and i want get shadow map and bind it to my shaders.
Now i implement like this:
Code:
class
Hi all,
A quick update on this:
I had speculated that attaching things to a separate tree that was not
attached to a osgShadow::ShadowedScene would avoid the problem, and I
can confirm now that this is the case. I am now effectively keeping two
copies of the scene tree now: one that
Hi all,
I was wondering if someone could help me out with respect to correcting
my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1.
I have created a scene, including a osgShadow::ShadowedScene. I have set
the node mask for receiving shadows (via
I noticed this problem as well. To fix this I modified PSSM to use the
same code as the selectLight() method in StandardShadowMap. However
osgShadow's PSSM implementation has a lot of other quirks as well...
On 3/23/2012 5:47 AM, Daniel Schmid wrote:
I have an issue with PSSM. The light
Hi there
Is there a reason why in ParallelSplitShadowMap, lots of the interesting
members are private? I would like to derive my own PSSM, and implement
multitexturing, but for this I do not have access to _textureUnitOffset, which
is a private member and does't even have a setter method...
Hi Daniel,
I would recommend using over ViewDependentShadowMap over
ParallelSplitShadowMap, this does mean use a recent dev release rather
than a stable release but the new shadow technique can do parallel
splits shadow maps as well as perspective shadow maps and make it easy
to switch/between or
Hi there
Obviously PSSM is good for huge scenes (my case), but the wrong choice for
multi threaded rendering. Is there a attempt to make PSSM multithreaded, does
anybody have modified it, or what would be the way to go ?
Regards
Daniel
___
Hi Daniel,
Currently I'm working on the ViewDependentShadowMap and has already added
an initial implementation of PSSM and VSM. I'm using it with my digital
city project which must have huge scenes and multi-threaded rendering
features. I'd like to submit the changes some time later. :-)
Wang
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow PSSM
Hi Daniel,
Currently I'm working on the ViewDependentShadowMap and has already added an
initial implementation of PSSM and VSM. I'm using it with my digital city
project which must have huge scenes and multi-threaded rendering features
I would submit the code this weekend and everyone can have a look at it and
make changes to make it better (at present I'm still not satisfied with my
own implementation).
Wang Rui
2012/3/23 Daniel Schmid daniel.sch...@swiss-simtec.ch
So you are mixing PSSM and VSM? Sounds interesting. If you
Looking forward! Thanks!
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Wang Rui
Gesendet: Freitag, 23. März 2012 09:41
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow PSSM
I would submit the code this weekend
I have an issue with PSSM. The light source in my scene is not taken into
account properly (sun). It calculates shadows like if sun as in perfect orbit.
All other shadow implementations work correctly, and changes in light position
are calculated correctly, but PSSM is stuck somehow. Does
Hi there
I have some objects whose shadow looks ugly when the front faces are culled.
For those objects, I would like to have front and back faces taken into account
for shadow rendering, for others I can go with backfaces. Unfortunately, the
face fulling is a property of the camera. How can I
Hi, Danielyou can set correct osg::CullFace attribute to stateset of graph branches where you need it Cheers, Sergey23.03.2012, 17:10, "Daniel Schmid" daniel.sch...@swiss-simtec.ch:Hi there I have some objects whose shadow looks ugly when the front faces are culled. For those objects, I would like
Hi Daneil,
All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader however.
Also you should set the texture unit/texture coordinates for the shadow
to texture-count + 1.
Just look into the sources, there are the
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Sebastian
Messerschmidt
Gesendet: Dienstag, 20. März 2012 08:18
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daneil,
All the shadow mapping techniques AFAIR support
:* Dienstag, 20. März 2012 08:18
*An:* OpenSceneGraph Users
*Betreff:* Re: [osg-users] osgShadow and multitexture
Hi Daneil,
All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader
however. Also you should set the texture unit/texture
Hi Daniel,
On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
I have a hard time understanding that the osgShadow implementations should
support multitexturing when they never mix the colors oft he different
texture units… Ok, I’m not yet that settled in glsl maybe
?
-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Dienstag, 20. März 2012 09:48
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daniel
Gesendet: Dienstag, 20. März 2012 09:48
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture
Hi Daniel,
On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch
wrote:
I have a hard time understanding that the osgShadow implementations
should support
Hi Wojtek,
This should be no problem for models with more
texture stages as long as you substitute shadow technique shaders with
your own set which can process your multiple textures correctly.
Almost correct - the problem is that the shadow technique also disable
all shaders for the shadow
Hi y'all
I'm trying to implement shadow in my scene. My scene makes use of up to 4
texture levels in its models. I read in some comments that the lipsm and other
shader based shadow techniques are not really made for multi texturing. Ist
here anybody out there that made a custom shader that
Hi Daniel,
All the osgShadow techniques can work with multi-texturing and it's
certainly how I'd expect most users to use it. However, the built in
shaders they provide can't handle all the types of effects you might
want to use so you'll need to replace these with your own custom
shaders.
Hi Robert
Thanks for your answer. I was hoping all osgShadow techniques support
multi-texturing... but in my application, i tried every single one, and I only
have strange effects. What happens basically is the following: I can manage to
have a shadow with standardshadowmap, and all the view
On Tue, Sep 6, 2011 at 12:48 AM, Patrick J Neary patrick.ne...@ngc.com wrote:
Do you have an issue with adding the friend declaration to support the older
compilers?
It all depends upon whether there is any risk of such a change
breaking the build on other compilers.
Robert.
On Sun, Sep 4, 2011 at 12:48 PM, Patrick J Neary patrick.ne...@ngc.com wrote:
Paul,
This problem still exists in 3.0.0 too. I was able to fix the problem under
GCC 3.4.4 by adding the following friend to ViewDependentShadowTechnique:
template class, class friend class ProjectionShadowMap;
robertosfield wrote:
Do I see any compile problem, or a problem with adding something extra to
ViewDependentShadowTechnique to get it compile on old compilers?
Robert.
Robert,
Do you have an issue with adding the friend declaration to support the older
compilers?
--Patrick
Paul,
This problem still exists in 3.0.0 too. I was able to fix the problem under GCC
3.4.4 by adding the following friend to ViewDependentShadowTechnique:
template class, class friend class ProjectionShadowMap;
Robert, do you see any problem with this?
Thanks,
--Patrick
--
On 5/16/2011 12:55 PM, Paul Martz wrote:
So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.
Understood. This is
Hi,
On 5/16/2011 12:55 PM, Paul Martz wrote:
So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I
would
design this today, instead of CullVisitor I would probably use
RenderStage to
index view resources.
Understood. This is
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow and nested RTT-cams
Hi all -- While digging into an issue with multiple nested Camera nodes in
2.8.x, I came across this old thread in the archives and wanted to follow
up, as
it appears no one ever solved the mystery. I imagine there is more
up-to-date
On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote:
Hi Paul,
What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are
not compatible with nested cameras. And its a design flaw. Basically all these
On 5/16/2011 12:55 PM, Paul Martz wrote:
Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().
I meant the View, not the CullVisitor. Sorry for the mistake.
-Paul
I am trying to implement the shadow of an object flying above the earth(
rendered from osgEarth). It is not working . I tried every technique, none
of them are working. But if I render simple sphere of same size in place of
osgearth, then shadow works on the sphere. Is there anything else I am
Hi,
as far as I know, osgEarth ist shader based, so you have to integrate your
shadow in the osgEarth shaders (look for shader Composition)
Cheers,
Torben
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Sumit,
Please see my response to your post in the osgEarth forum for an answer.
http://forum.osgearth.org/Shadow-in-osgearth-td6351086.html
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, May 11, 2011 at 5:15 AM, Kumar Saurabh Arora saur...@vizexperts.com
wrote:
I am trying to
nothing?
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In attachment osg file that doesn't work. When I activate osgShadow, I can't
see texture.
In osg file there's field textureUnit 0 {}. If I remove this and change,
texture works.
--
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I find the problem:
some models (made in Maya and exported in Collada then in osg), in osg file
have texture 0 empty. Perhaps in shadowed scene this is an important value.
If I remove empty texture and I change other texture numbers it works.
Have you got some ideas about this?
thanks
Hi, I've a problem with osgShadow.
I create the shadowed scene as described in examples.
In the scene I've a textured plane, imported (as .ive) and a house over the
plane, that makes shadows over that. I've also a single light.
When I use ShadowMap, SoftShadowMap and ParallelSplitShadowMap
I notice that with some models textures works.
What could be the problem?
thanks!!!
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Hi, with some shadow techniques they take base texture unit value, try setting
that value. Maybe that will help out.
Are you rendering in Shaders or Fixed function pipeline?
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Hi,
I put sm-setTextureUnit(1); but it doesn't change. I don't know if it's
rendering in Shaders or Fixed, how do I check it?
I can't understand why some models works and others not.
--
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Hi Daniele,
It could be that some models are using multi-texturing or are the
state in the models doesn't work well with the shaders used by
osgShadow. The best way to work out what the different models are
doing is to export then to .osg or .osgt (if you are using 2.9.x or
svn/trunk) and then
I'll add that (at least in version 2.8.3) changing the texture unit for the
shadows does not update the shadow technique's shader code. You'll have to
override the default shader code to align with whatever texture unit you choose
to use for the shadows.
Cheers,
Steven
--
Read
Hi,
I know this is quite an old topic, anyway I'm experiencing exactly the same
problems as Adrian BUT I'm using the latest svn/trunk code (downloaded just
yesterday).
I can also add that if I execute osgshadow with the --SingleThreaded switch
then the artifacts are not there anymore.
I use a
Hello all,
I am trying to add dynamic shadows to my scene and so far
osgShadow::LightSpacePerspectiveShadowMapVB seems to produce the best
results [*]. Unfortunately, one problem I am encountering is that
shadows cast by geometry located to the side or behind the camera get
clipped, leading to a
Amstutz
Sent: Wednesday, January 05, 2011 7:37 PM
To: OpenSceneGraph Users
Subject: [osg-users] osgShadow clipping shadows cast from off-camera
objects
Hello all,
I am trying to add dynamic shadows to my scene and so far
osgShadow::LightSpacePerspectiveShadowMapVB seems to produce the best
Hi,
I've been using osgShadow for some time now, but I've recently experienced some
strange things with it.
I noticed that everything was working just fine when i don't use cast/receive
traversal masks, but when I start dealing with them, my shadows just become
ugly dark squares.
Note that I
Hi,
can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ]
(http://img94.imageshack.us/i/shadowlg.jpg/)
my config :
- Windows 7
- Ati x1950 pro
- omega drivers
i tested this in winXP with the latest availble catalyst drivers and got the
Hello Issam,
can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ]
(http://img94.imageshack.us/i/shadowlg.jpg/)
What command line options are you using to run the osgshadow example?
For me, these work well
osgshadow --sm -3
osgshadow --ssm
1- i did'nt try any of the command line options, just the exe
but i will try your commands tonight, thanks for the suggestion
2 - h ... probably
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Hi,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
Also, is it possible to use osgShadow for files .ive?
Thank you!
Cheers,
Perez
--
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Hello Jose,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
You might have seen that ShadowedScene has methods called
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based
hello,
i try to run the osgshadow.exe on windows xp and it doesn't work. Have
everyone a impression what the mistake is (see the image osgshadow.jpg)?
I have a NVIDIA GeForce 9600 and the latest driver.
Cheers
Martin
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osg-users mailing list
Hi all,
I m trying to get the shadows on earth(rendered by
osgEarth). I have just inserted the earth node in osgShadow example. I could
not get any shadow of mountains on terrain(self shadowing) by any shadowmap
technique. I have tried to increase texture resolution but it's
'
Subject: [osg-users] osgShadow and osgearth
Hi all,
I m trying to get the shadows on earth(rendered by osgEarth). I
have just inserted the earth node in osgShadow example. I could not get any
shadow of mountains on terrain(self shadowing) by any shadowmap technique. I
have
HI Marius,
When you're happy with your changes you could please post the whole
modified files to osg-submissions so I can review them.
Thanks,
Robert.
On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote:
Hi Wojtek,
small difference big change :-). Shadow is rock
Hi Wojtek,
I solved my directional light case. I changed all floats to doubles in
* StandardShadowMap::ViewData::aimShadowCastingCamera
The light camera position was calculated as float as was thus jumping around.
Of course the change from yesterday using double bounding volumes also has to
and I would like to merge my changes with the change you have meade before
sending my submissions.
Cheers,
Wojtek
- Original Message -
From: Marius Heise mhe...@heise-network.com
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 11:04 AM
Subject: Re: [osg-users
Hi Wojtek,
:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and check
if the double modifications only in StandardShadowMap.cpp are enough to solve
the problem I had. If this is the case, I will send you the svn patch for osg
trunk. My 2.9.5 is too dirty and old that I can
-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:37 PM
Subject: Re: [osg-users] osgShadow ECEF precision problems
Hi Wojtek,
:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and
check if the double modifications only in StandardShadowMap.cpp are
enough
Hi Wojtek,
small difference big change :-). Shadow is rock solid now.
I only thoroughly tested the directional lighting but it should work for the
other cases too.
Cheers,
Marius
--
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http://forum.openscenegraph.org/viewtopic.php?p=21974#21974
Hi!
I have been using osgShadow::LightSpacePerspectiveShadowMapVB very successfully
in previous osg projects. I am currently making the transition from a local XYZ
to a whole earth ECEF database.
In general the shadow still works correctly, but jumps around by about a meter
or two when my
soon.
Cheers,
Wojtek Lewandowski
- Original Message -
From: Marius Heise mhe...@heise-network.com
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 12:20 PM
Subject: [osg-users] osgShadow ECEF precision problems
Hi!
I have been using osgShadow
Hi Wojtek,
thanks for your reply.
Sorry for the ECEF (earth-centered-earth-fixed) acronym. Basically we are
talking about the same thing.
A quick update. I activated setDebugDraw() and both the geometry bounding
volume and light volume were jumping. I just noticed and undefined the
Hi Wojtek,
I have done various tests with the osgShadow demo. All three versions of the
LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision problem even
if setModellingSpaceToWorldTransform() is used. I did the following to
reproduce:
Simulate a large database by changing
Sent: Tuesday, December 29, 2009 4:17 PM
Subject: Re: [osg-users] osgShadow ECEF precision problems
Hi Wojtek,
I have done various tests with the osgShadow demo. All three versions of
the LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision
problem even
Hi Wojtek,
sorry.. press '1' and then SPACE ... the camera home position is then
calculated automatically to fit the model into the view. This is all caused
because the model is so far away.
Good luck :-)
Cheers,
Marius
--
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.
However, I am curious what can be wrong myself and will look into it in
next or two days.
Wojtek
- Original Message -
From: Marius Heise mhe...@heise-network.com
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 5:05 PM
Subject: Re: [osg-users] osgShadow ECEF
Hi Community,
please appologize for asking again, since there was no feedback on this. Any
ideas about this?
Nick
http://www.linkedin.com/in/tnikolov
On Sat, Dec 5, 2009 at 2:30 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
Hi community.
I am having some issues with shadowed scene.
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
Hi Community,
please appologize for asking again, since there was no feedback on this. Any
ideas about this?
It's hard to guess at what is up with so little details. Which
ShadowTechniques have you tried?
Robert.
Hi RObert,
SoftShadowMap
Nick
http://www.linkedin.com/in/tnikolov
On Tue, Dec 8, 2009 at 11:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com
wrote:
Hi Community,
please appologize for asking again, since
Hi Nick,
On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
SoftShadowMap
SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.
Try the view dependent techniques such as
Hi Jean Sebastien Guay ,
Thanks Jean Sebastien Guay for your help .
...
Thank you!
Cheers,
manish
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Hi community.
I am having some issues with shadowed scene. Imagine this scenario:
- terrain as a shadow receiver
- 1 moving model as shadow caster (the shadow looks good now)
- adding additional moving models (now the shadow of the first one still
looks great, but on all next models it is very
Hi Manish,
I have integrated Chipset and no additional 3d graphics card installed .
Yes, I gathered as much from the error messages that you posted.
Is Software rendering is possible ?
For shadows, you really need Framebuffer Objects to get any acceptable
performance. I have seen some
Hi Manish,
It's not normal for osgShadow to crash so it's not something others in
the community will be immediately be able to help you with as there
are no clues to the cause of the crash.
Does the osgshadow example work?
What is the strack trace when the app crashes?
Robert.
On Thu, Dec 3,
Hi,
Hi,
Osgshadow example does not work.
While running osgshadow program application crash with the following stack
trace -:
ig4dev32.dll!037cd5b6()
[Frames below may be incorrect and/or missing, no symbols loaded for
ig4dev32.dll]
Hello Manish,
After termination of the program , I got following message in the command window :-
PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev
ice context (DC) handle.
PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32
Hi,
I have integrated Chipset and no additional 3d graphics card installed .
Is Software rendering is possible ?
If yes then what is that software name ?
Thank you!
Cheers,
manish
--
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http://forum.openscenegraph.org/viewtopic.php?p=20857#20857
Hi,
Im trying to add shadows to my scene, code taken from osgshadow example but my
application crash
If I dont set the setShadowTechnique then my application does not crash, but i
obviously don't get shadows either. Ive tried each of the shadow techniques but
only Shadow volumes technique .
Guay
Sent: Monday, November 09, 2009 1:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow question
Hi Wyatt,
The fragmentShaderSource_debugHUD and
fragmentShaderSource_debugHUD_texcoord
shaders listed at the top of the cpp with the other two shaders
Ah, no those are only used
Hi Wyatt,
Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?
You're starting to go into the realm of questions you should be able to
answer yourself, using the source and trying things out. I can't help
and see
what they do.
Wojtek
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From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent: Wednesday, November 11, 2009 8:08 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question
Hi Wyatt
Hi Wojtek,
I'm surprised the magic word to summon Wojtek (shadows) took so much
time this time! We've been discussing this for a few days now :-)
J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
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