Hi Chris,
I can not post code snippets due to the nature of the project. But in
general it is what Glenn suggested in this thread - to have the light
matrix (this is the one that is rendering from the light source origin into
RTT) in view space against viewspace vertex in the shader. Here is
Can you post the solution, for others in the future to benefit from?
On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Got a help offline from a friend on this ... So glad there are so cool
> people on this list ...
>
> Thanks all!
>
> Nick
>
> On
Got a help offline from a friend on this ... So glad there are so cool
people on this list ...
Thanks all!
Nick
On Fri, Oct 21, 2016 at 3:54 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi readers to this thread ;-),
>
> I am close to resolve this but the math involved is
Hi readers to this thread ;-),
I am close to resolve this but the math involved is a bit tricky for me to
understand it right. And suddenly I can not send screenshots or videos
publicly - maybe on private email to those willing to help.
The story now is this:
The environment is ECEF terrain,
almost there .. the flickering is gone, just the shadow texture lookup
coordinates are messed up when used view space matrix and vertex.
This is the code for constructing the final matrix:
osg::Matrixf lmvpm =
lightMatrixInViewSpace * osg::Matrixf(camera->getProjectionMatrix()) *
Up vector doesn't really matter, so just pick one like:
side = cross(view_vec, (0,0,1));
up = cross(side, view_vec);
Glenn Waldron
On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Just last question .. What the 'up' vector would be now for
Just last question .. What the 'up' vector would be now for making the
light matrix in view space?
On Thu, Oct 20, 2016 at 5:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Glenn,
>
> this worked ... :-) ... Thanks for the hint ...
>
> On Thu, Oct 20, 2016 at 5:02 PM, Trajce
Glenn,
this worked ... :-) ... Thanks for the hint ...
On Thu, Oct 20, 2016 at 5:02 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> wops ..
>
> mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
> ,up)
>
> On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov
wops ..
mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
,up)
On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Glenn,
>
> actually I was expecting this. I have the math to get the light direction
> in view space, just
Thanks Glenn,
actually I was expecting this. I have the math to get the light direction
in view space, just the construction of the light matrix in view space
hurts my head a bit ( I missed that part of the class :-) )
vec3 lightDirInViewSpace;
vec3 lightPosInViewSpace;
There's your precision loss, you can't do that with ECEF coordinates or
they will be truncated.
Better idea: build your light matrix in view space on the CPU (instead of
world space), and then use it on the view-space vertex in the shader.
(You'll have to update it every time the camera moves, of
Hi Glenn,
vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL);
worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 );
Part of VP
On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron wrote:
> Nick, how did you calculate "worldSpaceVertex"?
>
> Glenn Waldron
>
> On
Nick, how did you calculate "worldSpaceVertex"?
Glenn Waldron
On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> hehe .. ok :-) .. Maybe you give me a hint.
>
> I have F+ lighting (written by a friend of mine) and I have extended it so
> local lights
hehe .. ok :-) .. Maybe you give me a hint.
I have F+ lighting (written by a friend of mine) and I have extended it so
local lights cast shadows (a bit of complex code - relatively actually, but
for me it is ;-) ). Works well for flat terrains with reasonable sizes. I
am trying to make it work
yes?
we use a variation on
OpenSceneGraph\src\osgShadow\ParallelSplitShadowMap.cpp
regards, Laurens.
On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Laurens,
>
> do you have experience with DEPTH32bit and shadowcomparation set to true -
> for
Hi Laurens,
do you have experience with DEPTH32bit and shadowcomparation set to true -
for shadow mapping?
On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Voerman,
>
> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
>
>
Hi Voerman,
Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
Trajce
On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. wrote:
> Hi Trajce,
> maybe this sniplet helps?
> _textureDepthBuffer = new osg::Texture2D;
>
Hi Trajce,
maybe this sniplet helps?
_textureDepthBuffer = new osg::Texture2D;
_textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage,
_height+2.0f*_height*_guardBandPercentage);
_textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT);
Hi Community,
anyone with clue how to set RTT osg::Texture with 32bit DEPTH?
Thanks a bunch as always!
Cheers,
Nick
--
trajce nikolov nick
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