Hello Wojtek,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull on ShadowMap level - it won't draw the scene as well. The
trick is to block only the portion that culls ShadowCasting graph.
- Original Message -
From: Jean-Sébastien Guay [EMAIL 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
Sent: Monday, February 11, 2008 7:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow one shot shadow map
Hello Wojtek,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull
Hello,
I can't find any reference to _receivesShadowTraversalMask in
osgShadow/ShadowMap.cpp... Is this supposed to have an effect? We would like it
to work as well as _castsShadowTraversalMask.
A workaround would be to add the node to a different subgraph than the
shadowedScene, but is there
, January 14, 2008 1:14 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgShadow::ShadowMap and
_receivesShadowTraversalMask
Hello,
I can't find any reference to _receivesShadowTraversalMask in
osgShadow/ShadowMap.cpp... Is this supposed to have an
effect? We would like
]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Sent: Monday, January 14, 2008 9:14 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask
Hello,
I can't find any reference to _receivesShadowTraversalMask in
osgShadow/ShadowMap.cpp
Hello Paul,
_receivesShadowTraversalMask and _castsShadowTraversalMask are available in
ShadowedScene so that any ShadowTechnique can use them if necessary, but as
far as I know there is no requirement for any given ShadowTechnique to use
them.
Yes, that's my point. It seems that in the case
Hello Andreas,
have you run the project with OSG_NOTIFY_LEVEL=debug?
There you can see, if your shader-program is faulty.
Thanks for the tip, we're making progress here. When running my
program with OSG_NOTIFY_LEVEL=DEBUG, I can see that the shader is
never even compiled! If I do the same
Hello Raymond,
Can you try to use a ref pointer instead of the regular pointer for
osg::Shader* shader. I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
It has no effect, and anyways, it would not have explained why
Jean-Sébastien Guay schrieb:
Hello Raymond,
Can you try to use a ref pointer instead of the regular pointer for
osg::Shader* shader. I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
It has no effect, and anyways,
Hello,
I am using osgShadow::ShadowMap. Shadows show up fine, but I am trying
to change shaders on it, and it doesn't react to my changes.
I've even added this code to try some things out, in my frame loop:
static int f = 0;
if (f == 200)// After 200 frames
{
Hi J-S,
Can you try to use a ref pointer instead of the regular pointer for
osg::Shader* shader. I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
The shader was not cleaned up in the case of PSSM, and hence the new one
was not
hi robert,
i come from testing the osg under OS/X. all osgShadow doesn't work well, or
it doesn't work at all on my mac book pro (ATI X1600, ... )
the whole scene is black, and only black. if i add --sv as parameter then it
seems to work, but with hundereds of artefacts.
did we change anything
Thanks for the note, export now added.
On 9/21/07, Tony Horrobin [EMAIL PROTECTED] wrote:
Hi Robert,
There seems to be a missing OSGSHADOW_EXPORT in the
ParallelSplitShadowMap header.
-Tony
___
osg-users mailing list
Hi Mihai,
I'm currently very busy, so only skimming osg-users, and as a
consequence finding it difficult to dive into complex topics.
General comments:
osgShadow is still in its infancy so comments/suggestions for improvements
are very welcome.
Support for perspective shadow maps is
Hi Robert,
I'm working now on integrating the new osgViewer and osg 2.x into the
simulator of our company, and as a result I am moving to using
osgShadow::ShadowMap in place of the old code that I refactored to use
with osg 1.2, before the first iterations of the NodeKit.
I will extend the osg
Hello
I have adapted to osgShadow the soft shadow map technique described in
Efficient Soft-Edged Shadows Using Pixel Shader Branching by Yury Uralsky,
Chapter 17 of GPU Gems 2 (Matt Pharr ed. Addison-Wesley).
I have tested it under Linux with a NVidia graphic card, but there should be
no
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