of your code and models.
Cheers,
Wojtek
From: Wyatt Earp
Sent: Friday, November 20, 2009 6:03 AM
To: 'OpenSceneGraph Users'
Cc: 'Wojciech Lewandowski'
Subject: RE: [osg-users] ShadowMap problem...
Is this what you meant?
Thanks,
W
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay
Sent: Thursday, November 12, 2009 1:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
Any suggestions?
Not really. At this point you'll probably have
'
Subject: Re: [osg-users] ShadowMap problem...
Ok... so I did what you suggested mostly... I took the osgshadow example, add
my geometry and it worked. I added another shader on the root node of the
scenegraph, because in my app, I do that. I took the shaders from
ShadowMap.cpp and put them
this screenshot directly to
my address.
Cheers,
Wojtek Lewandowski
*From:* Wyatt Earp wyattbsearp1...@gmail.com
*Sent:* Thursday, November 19, 2009 10:45 PM
*To:* 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
*Subject:* Re: [osg-users] ShadowMap problem...
Ok... so I did what you
Of Jean-Sébastien Guay
Sent: Wednesday, November 11, 2009 2:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
With the debugHUD in the ShadowMap example, there was just
a window which appeared to display the shadow map in gray-scale
I also noticed that the vehicles are all black without the terrain... i.e. just
the base test texture, as though they are shadowed completely.
W
WyattEarp wrote:
I think I am about to get this straightened out...
I have implemented the LiSPPSM shadow code in my app. My scene consists
Hi Wyatt,
Any suggestions?
Not really. At this point you'll probably have to trace into OSG to make
sure the shadow map traversal is getting to the right objects (i.e. your
masks are set correctly), and check your shaders (perhaps even try with
the basic shaders that LISPSM uses by default
--
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent: Thursday, November 12, 2009 8:45 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
Any suggestions?
Not really. At this point you'll probably have
Hi Wyatt,
When I have one or two objects, say the size of a car, or truck, only. The
shadow map looks correct. But when I add my terrain which is approximately x
= 5100 by y = 5100, I no longer see the car/truck shadows on the shadow map.
Similarly, if I increase the length and width of the
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
When I have one or two objects, say the size of a car, or truck, only.
The
shadow map looks correct. But when I add my terrain which is approximately
x
= 5100 by y = 5100, I no longer see the car/truck shadows
: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, November 11, 2009 8:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
When I have one or two objects, say the size
Hi Wyatt,
1. Is there a way I can query the number of texture units available on my
GPU via an OSG call?
A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also
searching the OSG headers, I found
osg::Texture::Extensions::numTextureUnits() which returns a GLint (int).
Look
Hi Wyatt,
I have changed to a LISPSM shadow technique.
OK.
I have removed the cast bit from my terrain.
The only two objects I have set cast shadow are close together.
This should not need to be done when using LISPSM. It's view-dependent,
so you don't need to make sure that the shadow
Did you check the debugHUD (with LISPSM it's as easy as
shadowTechnique-setDebugDraw(true) )? Does it show something that
looks valid?
I am not sure... With the debugHUD in the ShadowMap example, there was just
a window which appeared to display the shadow map in gray-scale, but in the
LISPSM
Hi Wyatt,
Did you check the debugHUD (with LISPSM it's as easy as
shadowTechnique-setDebugDraw(true) )? Does it show something that
looks valid?
I am not sure... With the debugHUD in the ShadowMap example, there was
just
a window which appeared to display the shadow map in gray-scale, but in
Hi Wojtek,
Generally yes, But don't turn them off but rather alter them with your
modified shaders.
That's useful when the ShadowedScene is the root of the scene, and your
entire scene can be rendered with a single shader (or uber-shader with
uniforms to select different code paths). But in
Generally yes, But don't turn them off but rather alter them with your
modified shaders.
That's useful when the ShadowedScene is the root of the scene, and your
entire scene can be rendered with a single shader (or uber-shader with
uniforms to select different code paths). But in some cases
, 2009 1:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
Any suggestions?
I haven't tried your code, but I don't see you calling
ShadowMap::setLight() anywhere... Try to add this once your light source
is initialized:
sm-setLight(ls-getLight());
Other
Hi Wyatt,
Thanks, That seem to make some change, instead of a grayish circle, I now
see a moving roundish object...
Sounds familiar...
Han Solo: [flying across the deserts of Tatooine] I think my eyes are
getting better. Instead of a big dark blur, I see a big bright blur.
Hi Wyatt,
Just have to ask, if you try with only one object and a ground plane (a
really simple scene) do you get the same results?
I just tested, and your code seems to work. I've attached a source file
which is the osgshadow example, with the main() commented out and your
code in its
No but I'll try it...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, November 10, 2009 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem
Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, November 10, 2009 3:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
Just have to ask, if you try
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, November 10, 2009 3:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Hi Wyatt,
Just have to ask, if you try with only one object and a ground plane
(a really
23 matches
Mail list logo