Hi Nick,
I failed to use the default Shadow-Mapping techniques in a deferred
rendering context. I never fully understood how to split the
shadow-map generation into later binding the resulting texture to my
actual lighting/shadowmapping part.
Any insights on this?
Basically I've got
Hi Sebastian,
I am not DR expert ( I am reading now some papers though ). Marcin Hajder
or Wojtek Lewandowski for sure can answer this. Hope they will give you
some insights. Sorry :-) ..
If my learning goes well, in few months I will revisit this topic ;-)
Nick
On Mon, Jun 8, 2015 at 9:03 PM,
Hi Werner,
I am not the author of the LISPSM technique (Wojtek Lewandowski is), but if
it all works for GL2 (which I use too) I expect it is something with the
GL3 support.
And yes, the shadow technique has it's own shaders you can replace too
(what I am doing for my project). Have a look at
Sorry, was on a business trip for a while.
Here is my code (shortened a little):
osg::Group*rootNode=newosg::Group();
view-setSceneData(rootNode);
shadowedScene=newosgShadow::ShadowedScene;
shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
Hi Werner,
I am doing the same and using the LightSpacePerspective shadow techinque.
In your program you have to set your vertex and fragment shaders as well,
and it will be picked up correctly if you set the masks for receiving/cast
shadows So it should work. As long as they are part of the
Hi Nick,
I'm using LightSpacePerspective shadow technique as well.
But I set the shaders only inside the scene graph where reqired.
Do I have to set them anywhere else?
My graph looks like that:
*---
* | RootNode |
*
Hi all,
My scene contains many objects, which are created by geometry shaders.
So no vertices are created outside the graphics card for those objects.
So I use
state-setUseVertexAttributeAliasing(true)
and
state-setUseModelViewAndProjectionUniforms(true)
Is it possible using a shadow
Hard to say without seeing your code I have modified shaders for the
LSPSM. Can you share a sample app ?
On Fri, May 29, 2015 at 6:38 PM, Werner Modenbach
werner.modenb...@texion.eu wrote:
Hi Nick,
I'm using LightSpacePerspective shadow technique as well.
But I set the shaders only
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