Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski
-sebastien.g...@cm-labs.com Sent: Wednesday, November 11, 2009 9:07 PM To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgShadow question Hi Wojtek, I'm surprised the magic word to summon Wojtek (shadows) took so much time this time! We've been discussing

[osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
From the Common Questions of the osgShadow node kit. What if my objects already have a shader applied to them? * That shader also needs to implement shadow mapping. See the http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src /osgShadow/ShadowMap.cpp top of

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Which shader is the basic shader, fragmentShaderSource_noBaseTexture or fragmentShaderSource_withBaseTexture? Depends on whether your object has a texture or not. Although now, since texture lookups are so cheap these days, I would suggest you save yourself some aggravation and

Re: [osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } W -Original Message- See the code for

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } Nope, this: { // fake

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

2009-08-10 Thread Wojciech Lewandowski
Hi Felix, Felix Heide wrote: no one has an idea ? Unfortunately, I don't have much to offer as I have no access to OSG source currently. But my intuition tells me that your case was not widely tested. I think you may have better chances when you setup your RTT rendering as separate slave

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

2009-08-10 Thread Felix Heide
Hi Wojciech, Thank you very much ! I will try this ! Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16039#16039 ___ osg-users mailing list osg-users@lists.openscenegraph.org

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

2009-08-09 Thread Felix Heide
no one has an idea ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16009#16009 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgShadow and nested RTT-cams

2009-08-06 Thread Felix Heide
Hey folks, i have a problem with using the osgShadow nodekit together with nested RTT-Cams. A scenegraph as illustrated in the following image works fine: [Image: http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png ] But problems arise, when i use an RTT-Cam to render this scenegraph to an

Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths

2009-07-22 Thread Daniel Lazaroff
Hi Wojtek, thank you for the feedback, actually this problem arose from the fact that I am using the secondary path to my sceneNode (child of my mainRootNode, parent of all models in the scene), to RRT using the camera node (child of the mainRootNode as well), essentially creating a reflector

[osg-users] osgShadow::ShadowedScene + multiple parental node paths

2009-07-21 Thread Daniel Lazaroff
Hi guys, I have been using the LSPSM technique with great visual results so far, but I seem to be having an issue with the osgShadow::ShadowedScene node and multiple parental node paths. If the ShadowedScene node is deep into my scene graph and has a single getParentalNodePaths() there are no

Re: [osg-users] osgShadow and osgdepthpartition

2009-07-21 Thread Pasquale Tricarico
Hi D.J., (please use your name so we know how to address you) I am in the same business as you, solar system simulations and such. And I too use DPN happily, but not much experience with osgShadow. One advice is to make sure you're running single thread with OSG, I think it is a strong

Re: [osg-users] osgShadow and osgdepthpartition

2009-07-21 Thread D.J. Caldwell
Pasquale, Thanks for the quick reply. We are considering the use of cones as you describe for things like solar/lunar eclipses, but we were hoping to use osgShadow, especially when dealing with terrain and self-shadowing of complex geometry. I should have included the command line arguments I

Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths

2009-07-21 Thread Wojciech Lewandowski
...@yahoo.ca Sent: Tuesday, July 21, 2009 6:23 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgShadow::ShadowedScene + multiple parental node paths Hi guys, I have been using the LSPSM technique with great visual results so far, but I seem to be having an issue with the osgShadow

[osg-users] osgShadow example

2009-06-26 Thread Rabbi Robinson
Hi, I tried osgShadow example and it just turned out to be black, unlit geometries. Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all the same. Anyone else has the same problems? Thank you! Cheers, Rabbi -- Read this topic online here:

Re: [osg-users] osgShadow example

2009-06-26 Thread Jean-Sébastien Guay
Hi Rabbi, I tried osgShadow example and it just turned out to be black, unlit geometries. Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all the same. Anyone else has the same problems? You don't mention hardware, compiler, command line options used, nothing, so

Re: [osg-users] osgShadow example

2009-06-26 Thread Rabbi Robinson
Hi, Thanks, never tried with those arguments. My video cards are mostly nvidia Quadro something. We are developing this game so it can run on most reasonably recent graphics cards. Thank you! Cheers, Rabbi -- Read this topic online here:

Re: [osg-users] osgShadow question

2009-06-25 Thread Serge Lages
Thanks for your advices ! I've tested the uniform one by changing the shadow technique shader and it works great. Cheers, On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Serge, Anyone knows if there is a way to force an object to not receive

[osg-users] osgShadow question

2009-06-24 Thread Serge Lages
Hi all, I am currently using osgShadow with the MinimalShadowMap technique. It works great but I have a question : - In my ShadowedScene, I set the children's nodemasks accordingly with the CastsShadowTraversalMask and ReceivesShadowTraversalMask properties, but it seems to not work, everything

Re: [osg-users] osgShadow question

2009-06-24 Thread Wojciech Lewandowski
Users Subject: [osg-users] osgShadow question Hi all, I am currently using osgShadow with the MinimalShadowMap technique. It works great but I have a question : - In my ShadowedScene, I set the children's nodemasks accordingly with the CastsShadowTraversalMask and ReceivesShadowTraversalMask

Re: [osg-users] osgShadow question

2009-06-24 Thread Jean-Sébastien Guay
Hi Serge, Anyone knows if there is a way to force an object to not receive the shadows ? Even with a dirty method (reseting it's tex coords on the drawable or something like that). Wojtek is right (of course, having implemented some of the ShadowMap techniques in OSG, he would know),

Re: [osg-users] osgShadow and model alpha textures

2009-04-11 Thread Adrian Egli OpenSceneGraph (3D)
Hi Bob, Once you have finished implementing fog, and other features into the PSSM frag shader, may you could submitt it a s config file. regards adrian 2009/4/10 Bob Holcomb bob_holc...@hotmail.com Wojtek and Adrian, Hey guys, you were right on the money. I changed the PSSM frag shader to

[osg-users] osgShadow

2009-04-11 Thread Adrian Egli OpenSceneGraph (3D)
Hi all, i am working close to the author of the shaderX and gpu gems cascade , resp. parallel split shadow map. we are looking for next step of shadow technique, what idea do you have we should do for next. or what open problem do you have with all of the current shadow map technics, may we can

Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Adrian Egli OpenSceneGraph (3D)
bob_holc...@hotmail.com To: osg-users@lists.openscenegraph.org Sent: Wednesday, April 08, 2009 2:34 AM Subject: [osg-users] osgShadow and model alpha textures Hello, I'm adding osgShadow to an existing osg project and I'm getting some weird results with PSSM (Parallel Split Shadow Maps

Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Bob Holcomb
Wojtek and Adrian, Thanks for your help. I'll be working on the shaders to see what I can turn up. I'll let you know what I find. Thanks again! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9975#9975

Re: [osg-users] osgShadow and model alpha textures

2009-04-09 Thread Bob Holcomb
Wojtek and Adrian, Hey guys, you were right on the money. I changed the PSSM frag shader to take the alpha channel from the current texture and it seemed to work well. I still need to wiggle my fog calculations into the shader and I think I'll be set. Thanks! Cheers, Bob

Re: [osg-users] osgShadow and model alpha textures

2009-04-08 Thread Wojciech Lewandowski
only diffuse component in shadowed areas keeping ambient untouched. Cheers, Wojtek Cheers, Wojtek - Original Message - From: Bob Holcomb bob_holc...@hotmail.com To: osg-users@lists.openscenegraph.org Sent: Wednesday, April 08, 2009 2:34 AM Subject: [osg-users] osgShadow and model

Re: [osg-users] osgShadow and model alpha textures

2009-04-07 Thread Bob Holcomb
I forgot to mention that I'm running an Nvidia 8600m and windows XP. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9872#9872 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgshadow not functional

2009-03-29 Thread Robert Osfield
HI Sajjad, Try updating your OpenGL drivers. If this doesn't work hassle ATI for developing drivers. Robert. 2009/3/28 ami guru dosto.wa...@gmail.com Hello forum, osgshadow is giving the following error: * Warning: detected OpenGL error 'invalid

[osg-users] osgshadow not functional

2009-03-28 Thread ami guru
Hello forum, osgshadow is giving the following error: * Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation'

Re: [osg-users] osgshadow not functional

2009-03-28 Thread Gordon Tomlinson
, March 28, 2009 4:40 PM To: OpenSceneGraph Users Subject: [osg-users] osgshadow not functional Hello forum, osgshadow is giving the following error: * Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error

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

2009-01-28 Thread paul1492
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, January 14, 2009 11:33:51 AM Subject: Re: [osg-users] osgShadow compile problem with OSG 2.7.8 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

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

2009-01-28 Thread Robert Osfield
Hi Paul, On Wed, Jan 28, 2009 at 1:47 PM, paul1...@yahoo.com wrote: I don't know if this is the long term solution but I replaced the protected: on line 48 of ProjectionShadowMap and line 230 of ViewDependentShadowTechnique and the compiler errors seem to have gone away. By co-incidence I

[osg-users] osgShadow compile problem with OSG 2.7.8

2009-01-14 Thread paul1492
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.. Paul P. [ 35%] Building CXX object src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o In

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

2009-01-14 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow question (ATI related?)

2008-10-30 Thread Rick Middelkoop
Hi Wojtek, Thanks for helping out. Unfortunately I didn't have much time today to further investigate the problem. It does not sound like easy one. Are you sure that ATI bug only affects texture application ? Maybe render to texture is also flipped somehow. I assume you have modified

Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Rick Middelkoop
-users@lists.openscenegraph.org Subject: [osg-users] osgShadow question (ATI related?) Hello, I'm trying to add shadows to the application I'm working on, and encountered two issues which seems to be ATI card/driver related. The first issue is, that shadows generated using the ShadowMap

Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Wojciech Lewandowski
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

[osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Rick Middelkoop
Hello, I'm trying to add shadows to the application I'm working on, and encountered two issues which seems to be ATI card/driver related. The first issue is, that shadows generated using the ShadowMap technique are in the wrong location, both in the application I'm working on and the 'osgshadow'

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Rick Middelkoop Sent: Tuesday, October 28, 2008 7:13 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgShadow question (ATI related?) Hello, I'm trying to add shadows to the application I'm

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Rick Middelkoop Sent: Tuesday, October 28, 2008 7:13 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgShadow question (ATI related?) Hello, I'm trying to add shadows

Re: [osg-users] osgShadow and Stereo

2008-08-19 Thread Gerwin de Haan
We did not experience any problems running osgShadow or other shadow apps in QUAD_BUFFER stereo on nVidia Quadro series cards, both on Linux and Windows with OSG 2.2/2.4. On Tue, Aug 19, 2008 at 1:36 AM, Julian Looser [EMAIL PROTECTED] wrote: Hi, I was wondering if there are any known

[osg-users] osgShadow and Stereo

2008-08-18 Thread Julian Looser
Hi, I was wondering if there are any known problems with using osgShadow with a stereo setup. I'm using a Quadro with stereo enabled, but the osgShadow example crashes, as does my own code that uses shadows. The other OSG examples run fine, and my code works if I comment out the shadowing.

Re: [osg-users] osgShadow and Stereo

2008-08-18 Thread Jean-Sébastien Guay
Hello Julian, I was wondering if there are any known problems with using osgShadow with a stereo setup. I'm using a Quadro with stereo enabled, but the osgShadow example crashes, as does my own code that uses shadows. The other OSG examples run fine, and my code works if I comment out the

[osg-users] osgShadow

2008-07-22 Thread Claudio Arduino
hi, i have created a shadowed scene in this mode: ... osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new osgShadow::ShadowedScene; shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);

[osg-users] osgShadow::ShadowMap without Bias

2008-06-16 Thread Martin Großer
Hello all, I would like use the shadow features from osgShadow and it is fine, but what is the reason about the fact, that the softShadowMap have a method for the bias and in the ShadowMap I can't change the bias? Cheers, Martin -- GMX startet ShortView.de. Hier findest Du Leute mit Deinen

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
Alejandro, I suspect the most likely explanation is this: 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. 2. ShadowTexture is ignoring your ReceivesShadow bit, however: 3. When you turn on CastsShadow for a node, it is then implicitly preventing it from receiving a

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
- From: Wojciech Lewandowski [EMAIL PROTECTED] Sent: Wednesday, May 14, 2008 10:29 PM Hi Ben, CastsShadow bit _does_ need to be set for every parent along the nodepath. If it's true, then that's a very big consideration in how scene graphs must be constructed to use osgShadow,

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Alejandro Segovia
Hello Ben, thanks for your answer, On Tue, May 20, 2008 at 5:29 AM, Ben Discoe [EMAIL PROTECTED] wrote: Alejandro, I suspect the most likely explanation is this: 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. 2. ShadowTexture is ignoring your ReceivesShadow

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Wojciech Lewandowski
Hi Ben, For most typical scenario where all parts of the graph cast shadow and can receive shadow, Cast and /Receive masks should be left at default 0x setting. I fear this is not typical. Due to the scale limitations of osgShadow, i suspect that 'most' scenarios involve enabling

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Ben Discoe
Gordon, thanks, that clears up the first part, a default Camera mask of 0x explains why any non-zero node mask is rendered. I fear that also means, in the second question below, that the CastsShadow bit _does_ need to be set for every parent along the nodepath. Otherwise, a visitor

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Wojciech Lewandowski
Hi Ben, I fear that also means, in the second question below, that the CastsShadow bit _does_ need to be set for every parent along the nodepath. Otherwise, a visitor recursive descent of the scene graph will quit as soon as it encounters any node, like a Group or LOD, that does not have the

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Alejandro Segovia
Hello, I'm having a problem somewhat related to node masks and shadows. I'm using the ShadowTexture technique on a Software project I'm working on, and I've set the CastsShadowTraversalMask to 0x1, the ReceivesShadowTraversalMask to 0x2, and have set the node masks for my nodes to be 0x3

[osg-users] osgShadow, node traversal, and node mask

2008-05-14 Thread Ben Discoe
There's something i'm not understanding about osgShadow, and it's probably a basic behavior of OSG. So, the simple question first: The default node mask for all nodes is 0x. It i set the mask to 0, then the node (and its children) is not drawn. If i set the mask to some other value, then

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-14 Thread Gordon Tomlinson
__ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe Sent: Wednesday, May 14, 2008 10:35 PM To: 'OpenSceneGraph Users' Subject: [osg-users] osgShadow, node traversal, and node mask There's something i'm not understanding about osgShadow, and it's probably

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Robert Osfield
On Thu, Mar 20, 2008 at 11:58 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Ok, I did not mean to test the recent changes explicitly, I just did the test that I did recently, since the issue is hot now. Please look at the attached modified osgshadow.cpp. It is good to notice that the

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Jean-Sébastien Guay
Hi Wojtek, I believe that setting threading model to SingleThreaded was not deliberate but was done as a default. Consecutive lines of code check arguments and switch to other Threading modes accordingly. Well, it sets the threading model to SingleThreaded and does not add a

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Wojciech Lewandowski
Hi Robert, In the early days of osgShadow it certainly wasn't thread safe. This is why the SingleThreaded option is there. Now I haven't recently reviewed all the osgShadow implemententations too see if they are thread safe so can't confirm if we can safely do it yet. If you admit it was

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Robert Osfield
Hi J-S, On Thu, Mar 20, 2008 at 1:22 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: IMHO, all examples should have the standard event handlers (Threading mode, stateset manipulator, stats, window size/fullscreen, etc.). Most do, but not all. (I can help with that soon) And if an example

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Jean-Sébastien Guay
Hello Robert, The secondary role of OSG examples is also to act as a unit test, here adding extra viewer functionality can help with testing, but this is something we should only add if there is a real need for this extra functionality, and done on a case by case decision. I can see your

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Wojciech Lewandowski
] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, March 20, 2008 2:22 PM Subject: Re: [osg-users] osgShadow example and gerneral question Hi Wojtek, I believe that setting threading model to SingleThreaded was not deliberate but was done as a default. Consecutive lines of code

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Robert Osfield
Hi Mark, Wojtek et. al, On Wed, Mar 19, 2008 at 1:17 AM, Mark Sciabica [EMAIL PROTECTED] wrote: I think #3 is a good option, but I would like to suggest using an interface similar to that used for state attributes. I.e. use an enumeration for the possible values instead of a bool, even if

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Robert Osfield
Hi All, On Wed, Mar 19, 2008 at 9:55 AM, Robert Osfield [EMAIL PROTECTED] wrote: This forth approach is currently my favoured as its least intrusive w.r.t setAttribute() method parameters, but... I'm not overly happy with the behind the scenes automatic setting of other parameters.

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
- Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, March 19, 2008 10:55 AM Subject: Re: [osg-users] osgShadow example and gerneral question Hi Mark, Wojtek et. al, On Wed, Mar 19, 2008 at 1:17 AM, Mark

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Ulrich Hertlein
Hi Robert and Wojciech, I have difficulties in imagining the situation when one calls setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask. It does not make much sense to me, because not setting mask does effectively ignore the attribute. This is actually the same

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
- Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, March 19, 2008 2:20 PM Subject: Re: [osg-users] osgShadow example and gerneral question Hi Wojteck, On Wed, Mar 19, 2008 at 11:20 AM, Wojciech Lewandowski

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Raymond de Vries
Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, March 19, 2008 2:20 PM Subject: Re: [osg-users] osgShadow example and gerneral question Hi Wojteck, On Wed, Mar 19, 2008 at 11:20 AM, Wojciech Lewandowski

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
[EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, March 19, 2008 3:08 PM Subject: Re: [osg-users] osgShadow example and gerneral question btw ShadowTexture (command line arg --st) is not producing any shadows at all, for each threading model

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Raymond de Vries
Hi, I have tested latest changes (rev 7975). Inheritance problem that looked like invisible polygon casting shadow for half of the scene vanished. So far, so good ;-). Good to hear. IMHO, the problem J-S noticed with ThreadingModeHandler is different. Its not related to

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
: Monday, March 17, 2008 12:29 PM Subject: Re: [osg-users] osgShadow example and gerneral question Robert, I replicated the problem with osgShadow::ShadowMap. I will try to find the cause... Cheers, Wojtek - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
= true ); ? Cheers, Wojtek - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, March 18, 2008 12:40 PM Subject: Re: [osg-users] osgShadow example and gerneral question HI Wojtek, Excellent detective work

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
Hi Wojciech, On Tue, Mar 18, 2008 at 12:13 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: In other words from now when we want a fixed projection matrix we need to make two calls: camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); camera-setInheritanceMask(

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
Hi Robert, In other words from now when we want a fixed projection matrix we need to make two calls: camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); camera-setInheritanceMask( camera-getInheritanceMask() ~osg::Camera::COMPUTE_NEAR_FAR_MODE ); If we don't

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Items like back ground colour is certainly something that can be useful to inherit, but... perhaps if the coder wants this then its fair enough to actually require them to set it. Clearly wel need to have a

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
@lists.openscenegraph.org Sent: Tuesday, March 18, 2008 3:37 PM Subject: Re: [osg-users] osgShadow example and gerneral question On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Items like back ground colour is certainly something that can be useful to inherit

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 3:45 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I'm just tying up some other work, once this is done I'll do a quick review of Camera usage. Thanks for explanations, I no longer disturb. Let me know if I could help. You've already been a great help,

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Mathias Fröhlich
Hi, On Tuesday 18 March 2008 17:27, Robert Osfield wrote: You've already been a great help, pinpointing the problem was the hardest part of this jigsaw :-) I've been reviewing the inheritance mask, it covers a wide range of features, including items like lighting, cull masks etc, the types

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 4:55 PM, Mathias Fröhlich [EMAIL PROTECTED] wrote: Move the inheritance mask from CullSettings to the camera. As you can see from your own suggestions abive the other users of the inheritance mask and CullSettings will just need a copy from its 'parent' settings.

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
] Behalf Of Robert Osfield Sent: Tuesday, March 18, 2008 7:29 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgShadow example and gerneral question A little update. To get osgShadow back working again I've applied a tempory fix to ShadowMap, ParallelSplitShadowMap and SoftShadowMap

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Mark Sciabica
I think #3 is a good option, but I would like to suggest using an interface similar to that used for state attributes. I.e. use an enumeration for the possible values instead of a bool, even if only two values are needed initially. Having a more uniform interface for handling inheritance in the

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
it if anyone wants to have a look) Cheers, Wojtek Lewandowski - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Sunday, March 16, 2008 2:31 PM Subject: Re: [osg-users] osgShadow example and gerneral question HI

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
: [osg-users] osgShadow example and gerneral question Hi Robert, There are few versions from 2000-2002. I found earlier 2000 version on NVidia site. But 2002 version has the PolygonOffset section extended in comparison to 2000. It looks like siggraph 2002 presentation could be found under this link

Re: [osg-users] osgShadow example and gerneral question

2008-03-16 Thread Robert Osfield
) Gesendet: Donnerstag, 13. März 2008 21:57 An: OpenSceneGraph Users Betreff: Re: [osg-users] osgShadow example and gerneral question some screenshots of the bug /adi 2008/3/13, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]: Since the OSG 2.2 or event some version before, osgShadow

Re: [osg-users] osgShadow example and gerneral question

2008-03-16 Thread Adrian Egli OpenSceneGraph (3D)
: Re: [osg-users] osgShadow example and gerneral question some screenshots of the bug /adi 2008/3/13, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]: Since the OSG 2.2 or event some version before, osgShadow is broken. I don't yet know why. but it doesn't work on ATI

Re: [osg-users] osgShadow example and gerneral question

2008-03-13 Thread Jean-Sébastien Guay
Hi Adrian, i have retested osgShadow and get some really strange behaviour. event PSSM doesn't work on my ATI x1600 based pc. was there changes and did we really test all options of osgshadow / implementation, or do i only have such a problem I remarked a while ago that osgshadow --pssm

Re: [osg-users] osgShadow example and gerneral question

2008-03-13 Thread Adrian Egli OpenSceneGraph (3D)
Since the OSG 2.2 or event some version before, osgShadow is broken. I don't yet know why. but it doesn't work on ATI based computers as far as i could test it. 2008/3/13, Raymond de Vries [EMAIL PROTECTED]: Hi, All I know that the PSSM implementation was not changed, the last I looked at

Re: [osg-users] osgShadow example and gerneral question

2008-03-13 Thread Robert Osfield
As a general comment. I am aware of the regression in some of the osgShadow implementations, these alas seem to have come in along with fixes with to other problems. I don't which set of changes broke things for which sets of models though.. a clear case for more osgShadow related unit tests.

Re: [osg-users] osgShadow one shot shadow map

2008-02-14 Thread Wojciech Lewandowski
Hi J-S, Thank you Wojtek, I'll check that out! I'm really very grateful to you for contributing this. I've been banging my head on this and we're still on OSG 2.2 here so I didn't think of going to see in the new additions if there was something that would help me out. You're welcome. I

Re: [osg-users] osgShadow one shot shadow map

2008-02-13 Thread Wojciech Lewandowski
Hi J-S, This is the part I'm having trouble with. I actually don't mind using the scene bound I get with the ComputeBoundingBoxVisitor, but getting a usable camera frustum (both for main and light cameras) and then intersecting those is the hard part for me. Any tips there? How do you create the

Re: [osg-users] osgShadow one shot shadow map

2008-02-13 Thread Jean-Sébastien Guay
Hello Wojtek, And thats it. Thank you Robert ! Thank you Wojtek, I'll check that out! I'm really very grateful to you for contributing this. I've been banging my head on this and we're still on OSG 2.2 here so I didn't think of going to see in the new additions if there was something that

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Sebastian Messerschmidt
PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, February 11, 2008 4:20 PM Subject: Re: [osg-users] osgShadow one shot shadow map Hello Sebastian, I'm quite confused regarding the osgShadow implementation. My scene and my light-positions are static

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
to submit it around the end of March. Wojtek - Original Message - From: Adrian Egli OpenSceneGraph (3D) To: [EMAIL PROTECTED] ; OpenSceneGraph Users Sent: Tuesday, February 12, 2008 8:40 AM Subject: Re: [osg-users] osgShadow one shot shadow map Hi will this implementation

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Jean-Sébastien Guay
Hello Wojtek, then I compute intersection of this convex scene hull with main camera frustum and coarse light (shadow) camera frustum. This produces my minimal scene bound polytope which I then use to further narrow shadow camera projection. This is the part I'm having trouble with. I

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
;-). Cheers, Wojtek - Original Message - From: Jean-Sébastien Guay [EMAIL PROTECTED] To: [EMAIL PROTECTED]; OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, February 12, 2008 2:54 PM Subject: Re: [osg-users] osgShadow one shot shadow map Hello Wojtek, Actually most

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Jean-Sébastien Guay
Hello Wojtek, Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow mapping results. Well, that's what I'm working on right now too! If you are planning on contributing this sometime, would it be possible for you to

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Jean-Sébastien Guay
Hello Sebastian, I'm quite confused regarding the osgShadow implementation. My scene and my light-positions are static. My idea was to capture the shadow-map only once and apply it consecutively in all frames. I'm a bit lost where to start. Neither update nor cull seems to be the right

[osg-users] osgShadow one shot shadow map

2008-02-11 Thread Sebastian Messerschmidt
Hi everyone, I'm quite confused regarding the osgShadow implementation. My scene and my light-positions are static. My idea was to capture the shadow-map only once and apply it consecutively in all frames. I'm a bit lost where to start. Neither update nor cull seems to be the right place. Any

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
- From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED] Sent: Monday, February 11, 2008 9:29 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] osgShadow one shot shadow map Hello Wojtek, I have spent couple months banging my head against the wall, implementing perspective shadow

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Jean-Sébastien Guay
Hello Wojtek, I have spent couple months banging my head against the wall, implementing perspective shadow mapping algortihms and that is the only rason I know how osgShadow::ShadowMap works ;-). Hehehe, I suspect I am on the same road, so only a few months to go if your assessment is

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Adrian Egli OpenSceneGraph (3D)
: [osg-users] osgShadow one shot shadow map Hello Wojtek, I have spent couple months banging my head against the wall, implementing perspective shadow mapping algortihms and that is the only rason I know how osgShadow::ShadowMap works ;-). Hehehe, I suspect I am on the same road, so

<    1   2   3   >