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
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,
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
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
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
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
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
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
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