Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Jean-Sébastien Guay
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.

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
- 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

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
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

[osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Jean-Sebastien Guay
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

Re: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Paul Martz
, 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

Re: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Wojciech Lewandowski
] [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

Re: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Jean-Sebastien Guay
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

Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-10 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-09 Thread Jean-Sébastien Guay
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

Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-09 Thread Andreas Goebel
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,

[osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-08 Thread Jean-Sébastien Guay
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 {

Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-08 Thread Raymond de Vries
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

[osg-users] osgShadow under OS/X

2007-10-01 Thread Adrian Egli
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

Re: [osg-users] osgShadow build error

2007-09-22 Thread Robert Osfield
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

Re: [osg-users] osgShadow::ShadowMap adding some polish

2007-09-14 Thread Robert Osfield
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

[osg-users] osgShadow::ShadowMap adding some polish

2007-09-13 Thread Mihai Radu
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

[osg-users] osgShadow SoftShadowMap

2007-08-14 Thread Bruno Herbelin
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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