-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
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
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
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
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
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
Hi Wojciech,
Thank you very much ! I will try this !
Cheers,
Felix
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no one has an idea ?
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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
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
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
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
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
...@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
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
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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
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
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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
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
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
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),
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
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
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
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
--
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http://forum.openscenegraph.org/viewtopic.php?p=9975#9975
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
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
I forgot to mention that I'm running an Nvidia 8600m and windows XP.
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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
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'
, 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
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
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
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
Hi Paul,
Can anybody tell me why I have this osgShadow compile problem using OSG
2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I
attempted to compile 2.7.7 as well..
I am not sure what is recommended solution for your case. Issue is probably
related to usage of
Hi 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
-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
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
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'
-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
.
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
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
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.
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
hi,
i have created a shadowed scene in this mode:
...
osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new
osgShadow::ShadowedScene;
shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);
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
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
-
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,
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
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
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
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
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
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
__
-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
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
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
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
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
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
]
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
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
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.
- 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
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
- 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
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
[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
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
: 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
= 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
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(
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
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
@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
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,
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
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.
] 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
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
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
: [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
)
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
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
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
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
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.
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
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
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
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
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
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
;-).
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
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
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
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
-
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
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
: [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
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