Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2012-02-12 Thread Morné Pistorius
Hi all, I actually posted about a similar issue 3 days ago, and included screenshots and a cpp file, but my post never made it on to the list. It may have been filtered due to attachments on first post. Anyway, I think there is a general regression in osgShadow from 2.8.3 to 3.0.1. The problem

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-12-02 Thread Wojciech Lewandowski
Hi, Guys, I think I see the reason why Robert commented it. For spotlights ambient factor should be attenuated with distance from light. It would be hard to compute attenuation in frag shader without assistance of vertex shader. I would bet it would be possible but very tricky, though. Anyway,

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-12-01 Thread Michael Guerrero
Hi Wojtek, It certainly did seem as though I completely missed the addition with gl_FrontLightProduct[0].ambient. Unfortunately what happened was that after I copy/pasted it in the message I removed the quotes around it and more importantly the comment characters //. Here is a link to the

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-12-01 Thread Wojciech Lewandowski
Hi, Michael, Well, then I guess addition of gl_FrontLightProduct[0] should be uncomented. And thats a missing piece of the puzzle... SVN Blame shows that Robert commented it in 12737 rev on 29th of July. I guess its time to ask Robert what to do with this. Cheers, WL 2011/12/1 Michael Guerrero

[osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Cyril Bondue
Hello everybody, I'm updating some of my projects from V2.8.3 to V3.0.1 of OSG and i'm struggling with a shadow problem. In fact, osgShadow::LightSpacePerspectiveShadowMapCB produces opaque black shadows, while in previous version it darkened the objects. I've tried to change ambiant in light

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Cyril, None of the View Dependent Techniques was using Ambient Bias before. So thats not the case here I suppose. I am not sure if thats it but look at the shaders located in StandardShadowMap.cpp. I believe that Robert has switched the shadow shaders to use only fragment shaders somewhere

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Michael Guerrero
I am also experiencing the same thing upgrading from 2.8.5 to 3.0.1. For a while I thought it was completely opaque until I looked closely at my lcd monitor where I found it to be just really really dark instead. Here is the relevant frag shader code from 3.0.1: Code: void main(void) { vec4

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Michael, Haven't you just skipped addition of gl_FrontLightProduct[0].ambient which should contain contribution of light 0 ambient * material ambient ? So final colorAmbientEmissive is gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient. This should produce similar