Re: [osg-users] osgShadow 3.6.3

2020-02-18 Thread OpenSceneGraph Users
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

[osg-users] osgShadow 3.6.3

2020-02-18 Thread OpenSceneGraph Users
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.

Re: [osg-users] osgShadow and gl3

2017-02-24 Thread Robert Osfield
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

[osg-users] osgShadow and gl3

2017-02-24 Thread Werner Modenbach
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

Re: [osg-users] osgShadow with GLES

2016-07-04 Thread Werner Modenbach
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

[osg-users] osgShadow with GLES

2016-07-04 Thread Pierre-Jean Petitprez
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

[osg-users] osgShadow: shadow is seen on the opposite side of the model too

2015-11-17 Thread Pierre-Jean Petitprez
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

Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-29 Thread Trajce Nikolov NICK
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

Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-29 Thread Robert Osfield
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-28 Thread Trajce Nikolov NICK
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

Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-28 Thread Robert Osfield
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

[osg-users] osgShadow needs osg::LightSource?

2013-11-13 Thread Paul Pocock
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 ___ osg-users mailing

[osg-users] osgShadow::ShadowMap troubles

2012-12-13 Thread Peterakos
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

[osg-users] osgShadow and both-face-visible polygons

2012-06-14 Thread Daniel Schmid
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

Re: [osg-users] osgShadow and multitexturing

2012-06-12 Thread Sedov Dmitry
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

Re: [osg-users] osgShadow and node masks

2012-04-23 Thread Garth D
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

[osg-users] osgShadow and node masks

2012-04-21 Thread Garth D
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

Re: [osg-users] osgShadow PSSM light source issue

2012-04-02 Thread Peter Amstutz
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

[osg-users] osgShadow private members of PSSM

2012-03-28 Thread Daniel Schmid
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...

Re: [osg-users] osgShadow private members of PSSM

2012-03-28 Thread Robert Osfield
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

[osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
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 ___

Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Wang Rui
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

Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
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

Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Wang Rui
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

Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
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

[osg-users] osgShadow PSSM light source issue

2012-03-23 Thread Daniel Schmid
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

[osg-users] osgShadow culling faces

2012-03-23 Thread Daniel Schmid
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

Re: [osg-users] osgShadow culling faces

2012-03-23 Thread Sergey Polischuk
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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Sebastian Messerschmidt
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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Daniel Schmid
...@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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Sebastian Messerschmidt
:* 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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Robert Osfield
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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Daniel Schmid
? -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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Jean-Sébastien Guay
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

[osg-users] osgShadow and multitexturing

2012-03-19 Thread Daniel Schmid
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

Re: [osg-users] osgShadow and multitexturing

2012-03-19 Thread Robert Osfield
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.

Re: [osg-users] osgShadow and multitexture

2012-03-19 Thread Daniel Schmid
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

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-06 Thread Robert Osfield
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.

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-05 Thread Robert Osfield
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;

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-05 Thread Patrick J Neary
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

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-04 Thread Patrick J Neary
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 --

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Paul Martz
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

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz
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

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz
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

[osg-users] osgShadow and osgearth

2011-05-11 Thread Kumar Saurabh Arora
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

Re: [osg-users] osgShadow and osgearth

2011-05-11 Thread Torben Dannhauer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39269#39269

Re: [osg-users] osgShadow and osgearth

2011-05-11 Thread Glenn Waldron
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

Re: [osg-users] osgShadow texture problem

2011-03-03 Thread daniele argiolas
nothing? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37290#37290 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgShadow texture problem

2011-02-11 Thread daniele argiolas
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36550#36550

Re: [osg-users] osgShadow texture problem

2011-02-10 Thread daniele argiolas
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

[osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
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

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
I notice that with some models textures works. What could be the problem? thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36486#36486 ___ osg-users mailing list

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Ramy Gowigati
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36488#36488

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36496#36496

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Robert Osfield
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

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Steven Powers
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

Re: [osg-users] osgShadow under OS/X

2011-01-28 Thread Alessandro Terenzi
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

[osg-users] osgShadow clipping shadows cast from off-camera objects

2011-01-05 Thread Peter Amstutz
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

Re: [osg-users] osgShadow clipping shadows cast from off-camera objects

2011-01-05 Thread Peter Amstutz
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

[osg-users] osgShadow bug ?

2010-09-16 Thread Bruno Ronzani
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

[osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
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

Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29728#29728

[osg-users] OsgShadow

2010-07-05 Thread Jose Rincon
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 -- Read this topic online here:

Re: [osg-users] OsgShadow

2010-07-05 Thread Jean-Sébastien Guay
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

[osg-users] osgshadow example does not work

2010-04-14 Thread Martin Großer
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 ___ osg-users mailing list

[osg-users] osgShadow and osgearth

2010-04-10 Thread sumit
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

Re: [osg-users] osgShadow and osgearth

2010-04-10 Thread Wojciech Lewandowski
' 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

Re: [osg-users] osgShadow ECEF precision problems

2010-01-05 Thread Robert Osfield
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski
-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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21974#21974

[osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
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 -- Read this topic online here:

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
. 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

Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
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.

Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
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.

Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
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

Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
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

Re: [osg-users] osgShadow - Application crash

2009-12-07 Thread manish Choudhary
Hi Jean Sebastien Guay , Thanks Jean Sebastien Guay for your help . ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21061#21061 ___ osg-users mailing list

[osg-users] osgShadow question

2009-12-05 Thread Trajce Nikolov
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

Re: [osg-users] osgShadow - Application crash

2009-12-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Robert Osfield
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,

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
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]

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20857#20857

[osg-users] osgShadow - Application crash

2009-12-02 Thread manish Choudhary
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 .

Re: [osg-users] osgShadow question

2009-11-11 Thread Wyatt Earp
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

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski
and see what they do. Wojtek -- 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

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

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