Linares antonin.lina...@onera.fr
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, May 04, 2009 4:11 PM
Subject: Re: [osg-users] ViewDependentShadow and Lod
Again,
Please don't care of my previous message, i'm wrong.
Some part of my terrain database use pure glColor
.
Cheers,
Wojtek
- Original Message - From: Antonin Linares
antonin.lina...@onera.fr
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, May 04, 2009 4:11 PM
Subject: Re: [osg-users] ViewDependentShadow and Lod
Again,
Please don't care of my previous message, i'm
-
From: Antonin Linares antonin.lina...@onera.fr
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, May 05, 2009 4:23 PM
Subject: Re: [osg-users] ViewDependentShadow and Lod
Hi Wojtek,
Thanks for the vertex shader trick, but in this way i gate pure black
shadow
Hi all,
Finally i find where is the lighting problem, it's the specular
computation. Here's the change i made in the main vertex shader:
void DirectionalLight(in int
i,\n
in vec3
normal,
Again,
Please don't care of my previous message, i'm wrong.
Some part of my terrain database use pure glColor(), so the shader miss
compute this part of database.
Sorry all.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Wojtek,
Yes reference frame is set in StandardShadowMap, i didn't notice it
yesterday.
I made test and i found something new:
It's not a lod problem but a Lighting problem (geometry is good).
Actually i take a look in StandardShadowMap shader, if you have any idea.
[...]
Find where is
Hi Antonin,
As far as I remember, ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame for Shadow
map camera is set in osgShadow::StandardShadowMap and should be inherited and
used by all derived classes including DebugShadowMap, MinimalCull/DrawBounds
and all three LispSM flavours. So it looks like
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