Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-14 Thread Garrett Cope
That was it! Thanks so much for the help Wojtek!

... 

Thank you!

Cheers,
Garrett

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48307#48307





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Garrett Cope
Hi,

I currently have an osg scene running that uses hardware skinning (via 
osgAnimation) to animate some character models. Using these models as as the 
shadow casters and a ground plane as the shadow receiver I've been trying 
to test the various osgShadow implementations.

My issue is this:

When using LiSPSM, it appears that the casting scene used in the shadow RTT 
is of a state prior to the models being updated by the animation shader. This 
means that the shadow is more or less static - none of the animations done by 
the hardware shader are reflected.

In contrast, SoftShadowMap produces a very nice shadow that incorporates all of 
the animation pieces, but of course is limited by scene size.

Any ideas on how I can force the model update prior to the shadow RTT with 
LisSPSM?
... 

Thank you!

Cheers,
Garrett

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48278#48278





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Wojciech Lewandowski
Hi, Garret,

Perhaps the reason for what happens is the part of code inherited from
StandardShadowMap which forces null Program on Shadow RTT rendering.
Perhaps osg::StateAttribute::PROTECT on your animation shader can do the
trick ? You may also try to comment that part and see if helps:

See line 606 in StandardShadowMap.cpp :

// optimization attributes
osg::Program* program = new osg::Program;
stateset-setAttribute( program, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );

HTH, Cheers,
Wojtek Lewandowski


2012/6/13 Garrett Cope garrett.cope@simcen.usuhs.edu

 Hi,

 I currently have an osg scene running that uses hardware skinning (via
 osgAnimation) to animate some character models. Using these models as as
 the shadow casters and a ground plane as the shadow receiver I've been
 trying to test the various osgShadow implementations.

 My issue is this:

 When using LiSPSM, it appears that the casting scene used in the shadow
 RTT is of a state prior to the models being updated by the animation
 shader. This means that the shadow is more or less static - none of the
 animations done by the hardware shader are reflected.

 In contrast, SoftShadowMap produces a very nice shadow that incorporates
 all of the animation pieces, but of course is limited by scene size.

 Any ideas on how I can force the model update prior to the shadow RTT with
 LisSPSM?
 ...

 Thank you!

 Cheers,
 Garrett

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=48278#48278





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org