Hi all,
I just wanted to mention for the sake of closing this thread, that the
problem was caused by the shadows and the skydome both having a texgen
state on the same texture unit. This caused two things I could observe:
1. No shadows at all when the skydome's renderbin was set to a negative
Hi Wojtek,
Look inside the
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method.
ComputeBoundingBox visitor has node mask set to cast shadow bitmask
before visitor is run on ShadowedScene graph. I did not mean more than
this.
Hmmm, changing it to use the ReceivesShadow mask d
Hi Again,
That looks like the problem with boundingBoxVisitor called inside
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds()
because it takes node mask as an input.
Can you elaborate?
Look inside the
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method.
C
Hi Wojtek,
I don't think such backporting should be an issue. Practically recent
fixes were cosmetics, improved precision in first iteration of shadow
camera projection setup and better handling of spot lights.
One more thing came to my mind: StandardShadowMap forces RenderBin
override on all no
Hi Wojtek,
That looks like the problem with boundingBoxVisitor called inside
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds()
because it takes node mask as an input.
Can you elaborate?
Btw I started to suspect that there is an error inside above method.
Possibly not involved
;OpenSceneGraph Users"
Sent: Friday, March 05, 2010 6:15 PM
Subject: Re: [osg-users] Shadows and negative renderbin?
Hi Wojtek,
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() is
good place to start looking. Check what are the dimension of returning
volume. Good hunting
nodes rendered into shadow map. Maybe this somehow affects your case
? You may comment RenderBin override and see if it changes anything...
Wojtek
- Original Message -
From: "Jean-Sébastien Guay"
To: "OpenSceneGraph Users"
Sent: Friday, March 05, 2010 6:10 PM
Subject: Re
Hi Wojtek,
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() is
good place to start looking. Check what are the dimension of returning
volume. Good hunting ;-)
Thanks for the hint. I'll look there. In the mean time I did more
testing and found that even now that I've changed t
Hi again,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I should have mentioned that this is using the view dependent shadow
classes from OSG 2.8.x backported to OSG 2.
could be fixed in MSM and related
code.
Wojtek Lewandowski
- Original Message -
From: "Jean-Sébastien Guay"
To: "OpenSceneGraph Users"
Sent: Friday, March 05, 2010 5:45 PM
Subject: [osg-users] Shadows and negative renderbin?
Hi all,
I was wondering if some
Hi all,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I had set up my skydome in renderbin -100 to make really sure it was
rendered before other things, and set its no
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