Re: [osg-users] osgShadow 3.6.3

2020-02-18 Thread OpenSceneGraph Users
Hi Catalin,

None of the osgShadow technique support shadows that surround a point light 
source as you have in your scene.  This limitation is due the way that 
projective texturing is used for the shadow map, essentially you are 
limited to FOV from the light source to less than 180.

The only way to remove this limitation is to use multiple shadow maps, such 
as using a cube map for the shadow map.  None of the osgShadow techniques 
support this though so you'd need to implement this yourself.

The osgShadow shadow techniques are also limited to a single light source, 
to enable support for a number of light sources you have to built a 
separate shadow map for each light source.

For you application I would suggest handling spot lights with a single 
shadow map, and point lights that are within the volume as a cubemap, if 
you have directional lights then potentially you could use a single shadow 
map, though it's likely you'd want to make the the shadow map view 
dependent to avoid under sampling when you zoom into local areas.

I'm afraid general purpose shadowing is hard, it's a huge topic, it won't 
be just a case of tweaking bits of an existing implementation.  

Cheers,
Robert.


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[osg-users] osgShadow 3.6.3

2020-02-18 Thread OpenSceneGraph Users
Hi,

We are trying to test the shadows using OSG, We have multiple lights, but
for now we are playing with only one light, a point source light type. We
are some weird effects, the shadows are cut, a mirror scene as shadow
behind the light. See the video.

https://www.youtube.com/watch?v=hyFBX0jGjaw

osg::ref_ptr shadowedScene = new
osgShadow::ShadowedScene;

shadowedScene->getShadowSettings()->setLightNum(1);
shadowedScene->setReceivesShadowTraversalMask(GetShadowNodeMask());
shadowedScene->setCastsShadowTraversalMask(GetShadowNodeMask());

osg::ref_ptr st = new osgShadow::SoftShadowMap;
st->clearShaderList();
st->setAmbientBias(osg::Vec2(0.5,1.0 - 0.5));

shadowedScene->setShadowTechnique(st.get());

view->addChild(shadowedScene);
shadowedScene->addChild(scene);

// Set the Scene Data
mViewer->setSceneData(view);

Any points that you may have, might help us.

Does osgShadow supports multiple lights?

Greetings,
Catalin

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Re: [osg-users] osgShadow and gl3

2017-02-24 Thread Robert Osfield
HI Werner,

In the stable releases rhere isn't any built in support for remapping
built in types like osg::TexGen that set the gl_EyePlane etc.
attributes to osg_EyePlane uniforms.

I have an experimental branch, shader_pipeline, that has the
beginnings of a mapping to do this but it's not yet ready for general
testing.

For yourself, if you can build the OSG without specifically limiting
yourself to GL core profile then you'll get a better experience.  The
exception right now is OSX because Apple have taken the approach of
not implementation any modern GL features, and even GL3 they've
limited to a subset of only the GL3 core profile, no backwards
compatibility is provided.  OSX doesn't support GL4 yet, and no signs
of Vulkan support so it kinda looks like Apple are happy to relegate
OSX boxes to graphics backwater.

Robert.

Robert.

On 24 February 2017 at 14:52, Werner Modenbach
 wrote:
> Hi all,
>
> my project needs gl3 features and so I use the following methods:
>
> camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);
> camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);
>
> Of course I need my own shaders then.
> I'm trying to make osgShadow working with my project.
> So far I have found the shader codes in StandardShadowMap and I try merging
> the functionality with my own shaders.
> Where I'm struggling is the gl_EyePlane[STRQ] stuff. It seems that is not
> made available as osg_EyePlane[STRQ] like other
> gl_ variables. Am I right? Is there any known way to get this working?
>
> Also there are cameras used inside shadowmaps. Those cameras have their own
> shaders (?) which are not gl3 conformant.
> Can this be influenced from my application?
>
> Thanks for any hints.
>
> - Werner -
>
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[osg-users] osgShadow and gl3

2017-02-24 Thread Werner Modenbach

Hi all,

my project needs gl3 features and so I use the following methods:

camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3); 

camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3); 



Of course I need my own shaders then.
I'm trying to make osgShadow working with my project.
So far I have found the shader codes in StandardShadowMap and I try 
merging the functionality with my own shaders.
Where I'm struggling is the gl_EyePlane[STRQ] stuff. It seems that is 
not made available as osg_EyePlane[STRQ] like other

gl_ variables. Am I right? Is there any known way to get this working?

Also there are cameras used inside shadowmaps. Those cameras have their 
own shaders (?) which are not gl3 conformant.

Can this be influenced from my application?

Thanks for any hints.

- Werner -

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Re: [osg-users] osgShadow with GLES

2016-07-04 Thread Werner Modenbach

Hi Pierre-Jean,

I was also doing some research in that.
I think the shader you adopted is not the only place where shaders have 
to be given.

I found some place with comments like
"I don't use my shader because the fixed function shaders have better 
performance".

This is just how I remember the comment - so not exactly reproduced.
To be honest the research was consuming to much of my time.
But it would be really great if share your solution if you manage to 
solve this.


- Werner -

Am 04.07.2016 um 17:48 schrieb Pierre-Jean Petitprez:

Hi,

I would like to use the osgShadow soft shadow map on an Android device (with 
GLES 2).
I have already written my own Phong shader for my objects which works very 
well. Now I would like to add the shadow map. I have taken the shader code from 
the SoftShadowMap.cpp file and I have adapted it to add it in my own shader.
But this does not seem to work, the applied shadow map is always fully white.

Maybe this has to do with the texture coordinates that are used.

Can someone enlighten me on using osgShadow with GLES 2 ?

Thank you!

Cheers,
Pierre-Jean

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[osg-users] osgShadow with GLES

2016-07-04 Thread Pierre-Jean Petitprez
Hi,

I would like to use the osgShadow soft shadow map on an Android device (with 
GLES 2).
I have already written my own Phong shader for my objects which works very 
well. Now I would like to add the shadow map. I have taken the shader code from 
the SoftShadowMap.cpp file and I have adapted it to add it in my own shader.
But this does not seem to work, the applied shadow map is always fully white.

Maybe this has to do with the texture coordinates that are used.

Can someone enlighten me on using osgShadow with GLES 2 ?

Thank you!

Cheers,
Pierre-Jean

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[osg-users] osgShadow: shadow is seen on the opposite side of the model too

2015-11-17 Thread Pierre-Jean Petitprez
Hi,

I am using osgShadow for adding soft shadows to my scene. My scene has a big 
cube that receives shadows and some small objects above it that cast shadows. 
My light is placed above all the objects.
The big cube receives correctly the shadows on its top face (perfectly as it 
should be), but also on its bottom face, as if the cube's top face was 
transparent. But in the real world it would never happen, as the top face 
should stop the light rays to reach the bottom face...

Please see the attached file to understand what I mean.

This problem also appears in the osgshadow example (I have added a box in the 
scene with the cessnas and I see the same thing) and with every shadow 
technique, so I guess it is in osgShadow's implementation.

How can I do to avoid the shadows to be seen on the opposite faces of the 
receivers ?
Thank you.

Cheers,
Pierre-Jean

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Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-29 Thread Trajce Nikolov NICK
Hi Robert,

tested on OS X and works fine. Thanks !

Nick

On Tue, Apr 28, 2015 at 6:01 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 The code looks pretty dodgy so I'm not surprised it crashes, just that
 surprised we hadn't spotted it sooner.  A better solution is to have
 two methods, one that takes a matrix and one takes no parameters.  I
 have implemented this and checked it into svn/trunk.

 Could you test it out under OSX for me?

 Cheers,
 Robert

 On 28 April 2015 at 16:25, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Robert,
 
  as is defined like:
 
  osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
  *(osg::Matrix*)(NULL));
 
  when using it without passing a matrix it causes crash with g++ on OS X
  (Windows and Linux are fine).
 
  Here is the proposed fix
 
  osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
  osg::Matrix::identity() );
 
  In the implementation it wont matter since when the matrix reference is
 not
  NULL reference is multiplying vertices with it
 
  What do you think?
 
  Nick
 
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Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-29 Thread Robert Osfield
On 29 April 2015 at 07:04, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
 Hi Robert,

 tested on OS X and works fine. Thanks !

Good to hear, thanks for the testing.

Robert.
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[osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-28 Thread Trajce Nikolov NICK
Hi Robert,

as is defined like:

osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
*(osg::Matrix*)(NULL));

when using it without passing a matrix it causes crash with g++ on OS X
(Windows and Linux are fine).

Here is the proposed fix

osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
osg::Matrix::identity() );

In the implementation it wont matter since when the matrix reference is
not NULL reference is multiplying vertices with it

What do you think?

Nick

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Re: [osg-users] osgShadow::MinimalShadowMap::ViewData::computeScenePolytopeBounds ... causes crash on Mac, fix proposed

2015-04-28 Thread Robert Osfield
Hi Nick,

The code looks pretty dodgy so I'm not surprised it crashes, just that
surprised we hadn't spotted it sooner.  A better solution is to have
two methods, one that takes a matrix and one takes no parameters.  I
have implemented this and checked it into svn/trunk.

Could you test it out under OSX for me?

Cheers,
Robert

On 28 April 2015 at 16:25, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
 Hi Robert,

 as is defined like:

 osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
 *(osg::Matrix*)(NULL));

 when using it without passing a matrix it causes crash with g++ on OS X
 (Windows and Linux are fine).

 Here is the proposed fix

 osg::BoundingBox computeScenePolytopeBounds( const osg::Matrix  m =
 osg::Matrix::identity() );

 In the implementation it wont matter since when the matrix reference is not
 NULL reference is multiplying vertices with it

 What do you think?

 Nick

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[osg-users] osgShadow needs osg::LightSource?

2013-11-13 Thread Paul Pocock

Hi all,
Am just getting into osgShadow and was wondering do I have to add an 
osg::LightSource to my scene to generate shadows? Is it not possible to 
just give a Vec3 light position to ShadowMap or ShadowedScene?


Regards
Paul


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[osg-users] osgShadow::ShadowMap troubles

2012-12-13 Thread Peterakos
Hello.

I have some questions based on osgSHadow::ShadowMap

1)  I try to use the makeDebugHUD from ShadowMap class with
hudCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR),
but
it doesnt work because in a scene with a movable cessna and a
non-movable truck, the truck's shadow is moving. Which means the
bounding box is
being changed as the cessna is flying around. how can i fix that?

2)  There is also a flickering effect that osgShadow::ShadowMap
creates. Is ShadowMap well implemented or is it just a example to show
how to use the ShadowScene ? The flickering effect can be noticed in
osgShadow example.

3)  I want to use ShadowMapping in a multi pass render technique and i
need to use the depth map of ShadowMap's camera in the first pass.
In each pass i use a different RTT Camera with a model as a child.
How should the scene graph be organized ?

At the moment i use the following graph
MyEffect
Model

with each rtt camera being:

Camera
Model

Is it correct to make it like the following ?

MyEffect
ShadowScene
Model

with each rtt camera being:

Camera
ShadowScene
Model


As alternative for the third question, i am thinking of instead of
using ShadowScene, to place a camera watching the model from
different position (light's position).
The very first pass will be to obtain the depth map from that camera
and the second pass to implement my own shadow algorithm. Then, the
already existed passes will follow.
Is this approach correct ?

Thank you for your time and sorry for the long post.
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[osg-users] osgShadow and both-face-visible polygons

2012-06-14 Thread Daniel Schmid
Hi all

I use VDSM and I have a self shadowing issue. The polygons with both faces 
visible flicker with the shadow.
Imagine this is the case for a fence around a house. The fence polygons show 
the fence texture on both sides.

Did anybody experience the same behavior and find a good solution for this?

Daniel
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Re: [osg-users] osgShadow and multitexturing

2012-06-12 Thread Sedov Dmitry
Hi, all

How i can apply shadow texture for object's native state? I don't want modify 
osg's sources (native shaders). I implement  shader for multitexture terrain + 
grass and other objects, and i want get shadow map and bind it to my shaders. 
Now i implement like this:

Code:

class TestDrawCallback: public osg::Drawable::DrawCallback
{
public:
TestDrawCallback()
{
isFirst = true;
}
virtual void drawImplementation(osg::RenderInfo renderInfo,const 
osg::Drawable* drawable) const
{
osg::State* state = renderInfo.getState();
const osg::StateSet* stateset = 
state-getStateSetStack().back();
osg::StateSet* ownStateSet = 
const_castosg::StateSet*(drawable-getStateSet());
osg::Texture2D* tex = 
const_castosg::Texture2D*(dynamic_castconst 
osg::Texture2D*(stateset-getTextureAttribute(1, 
osg::StateAttribute::TEXTURE)));
if(tex)
{
if(isFirst)
{
ownStateSet-setTextureAttributeAndModes(2, 
tex, osg::StateAttribute::ON);
isFirst = false;
}
state-pushStateSet(ownStateSet);
state-applyTextureAttribute(2, tex);
drawable-drawImplementation(renderInfo);
state-popStateSet();

}else
{
drawable-drawImplementation(renderInfo);
}

}
private:
mutable bool isFirst;
};



I tested this texture map as base texture. The object which I rendered was 
white, that is, texture is not passed on or something like that.
I 
Thank you!
e
Cheers,
Sedov[/code]

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Re: [osg-users] osgShadow and node masks

2012-04-23 Thread Garth D


Hi all,

A quick update on this:

I had speculated that attaching things to a separate tree that was not 
attached to a osgShadow::ShadowedScene would avoid the problem, and I 
can confirm now that this is the case. I am now effectively keeping two 
copies of the scene tree now: one that contains things that should cast 
or receive shadows; and one that contains things that should do neither. 
I don't expect much of a performance hit, and haven't seen one. It 
sounds messy, but in practice it isn't too bad. I have actors that 
manage their own nodes/drawables, and these are the only entities that 
need the shadow-less text, so I just create two sets of transforms and 
maintain two trees for each actor, rather than one.


This solves the problem as such.

One school of thought is that the solution that quickly solves the 
problem at hand is the correct solution, but I'm not entirely convinced. ;)


I am curious as to what the correct solution should be. Perhaps it is 
to logically separate entities into a scene with shadows and a scene 
without, as I have mentioned above. Or perhaps my initial approach was 
right, and everything that appears together *should* logically be 
created together under a ShadowedScene, with some objects casting, some 
receiving, and some abstaining. In the latter case, the questions from 
my last email remain- essentially, is my understanding of node masks 
correct, is the vanishing text expected behaviour given my choice of 
masks, and am I approaching things in the right way?


I would love to hear the thoughts of anyone who has touched on this 
area, and can correct or confirm my understanding on the issue. With 
this input, I will have a better placed to track down the actual problem 
in my case. Opinions on the best approach definitely welcomed.


Any input appreciated. :)

Cheers,
Garth

On 21/04/12 16:50, Garth D wrote:

 Hi all,

 I was wondering if someone could help me out with respect to correcting
 my understanding of shadows and node masks. I am using OpenSceneGraph
 3.0.1.

 I have created a scene, including a osgShadow::ShadowedScene. I have set
 the node mask for receiving shadows (via setReceivesShadowTraversalMask)
 to 1, and the mask to cast shadows (via setCastsShadowTraversalMask) to
 2. I am using ShadowTexture- I have not been able to get the other
 techniques to work properly.

 I have some text (osgText::Text) that I wish to attach to an animated
 model, screen-facing. I neither want to cast nor receive shadows from
 this text. The text is attached to a osg::Geode, which is attached to a
 osg::MatrixTransform, which the model is also attached to, indirectly.
 Up the tree a little bit, the osgShadow::ShadowedScene can be found.

 If I leave the Geode as-is, it takes the default all-bits-set node mask,
 and casts a shadow. If I set it to 2, it casts a shadow. If I set it to
 1, it doesn't cast one, but receives shadows from objects in the scene.

 If I then set the Geode node mask to 0, or 4, both of which should
 indicate no shadow casting or receiving (as bits zero and one are not
 set), the text vanishes entirely.

 Now, obviously it shouldn't do that.

 I saw similar symptoms when playing with osgEphemeris, but didn't dig
 into it further when I shifted away from using it.

 If believe that if I reparent the scene so that it lies outside of the
 ShadowedScene, it appears correctly. This is because I have a scene
 fadeout using RTT, and I reparent the scene so that it does not touch a
 ShadowedScene in this case, and the text appears again during the
 transition.

 I am wondering if my understanding of node masks and how they interact
 with osgShadow is correct. If not, if someone could indicate where and
 how I am using them incorrectly, it would be appreciated.

 I was also wondering with respect to modern-day usage, which parts of
 osgShadow would be considered most reliable and mature.

 Cheers,
 Garth
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[osg-users] osgShadow and node masks

2012-04-21 Thread Garth D


Hi all,

I was wondering if someone could help me out with respect to correcting 
my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1.


I have created a scene, including a osgShadow::ShadowedScene. I have set 
the node mask for receiving shadows (via setReceivesShadowTraversalMask) 
to 1, and the mask to cast shadows (via setCastsShadowTraversalMask) to 
2. I am using ShadowTexture- I have not been able to get the other 
techniques to work properly.


I have some text (osgText::Text) that I wish to attach to an animated 
model, screen-facing. I neither want to cast nor receive shadows from 
this text. The text is attached to a osg::Geode, which is attached to a 
osg::MatrixTransform, which the model is also attached to, indirectly. 
Up the tree a little bit, the osgShadow::ShadowedScene can be found.


If I leave the Geode as-is, it takes the default all-bits-set node mask, 
and casts a shadow. If I set it to 2, it casts a shadow. If I set it to 
1, it doesn't cast one, but receives shadows from objects in the scene.


If I then set the Geode node mask to 0, or 4, both of which should 
indicate no shadow casting or receiving (as bits zero and one are not 
set), the text vanishes entirely.


Now, obviously it shouldn't do that.

I saw similar symptoms when playing with osgEphemeris, but didn't dig 
into it further when I shifted away from using it.


If believe that if I reparent the scene so that it lies outside of the 
ShadowedScene, it appears correctly. This is because I have a scene 
fadeout using RTT, and I reparent the scene so that it does not touch a 
ShadowedScene in this case, and the text appears again during the 
transition.


I am wondering if my understanding of node masks and how they interact 
with osgShadow is correct. If not, if someone could indicate where and 
how I am using them incorrectly, it would be appreciated.


I was also wondering with respect to modern-day usage, which parts of 
osgShadow would be considered most reliable and mature.


Cheers,
Garth
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Re: [osg-users] osgShadow PSSM light source issue

2012-04-02 Thread Peter Amstutz
I noticed this problem as well.  To fix this I modified PSSM to use the 
same code as the selectLight() method in StandardShadowMap.  However 
osgShadow's PSSM implementation has a lot of other quirks as well...


On 3/23/2012 5:47 AM, Daniel Schmid wrote:

I have an issue with PSSM. The light source in my scene is not taken into 
account properly (sun). It calculates shadows like if sun as in perfect orbit. 
All other shadow implementations work correctly, and changes in light position 
are calculated correctly, but PSSM is stuck somehow. Does anybody know this 
problem ?

Regards
Daniel





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[osg-users] osgShadow private members of PSSM

2012-03-28 Thread Daniel Schmid
Hi there

Is there a reason why in ParallelSplitShadowMap, lots of the interesting 
members are private? I would like to derive my own PSSM, and implement 
multitexturing, but for this I do not have access to _textureUnitOffset, which 
is a private member and does't even have a setter method...

Regards
Daniel


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Re: [osg-users] osgShadow private members of PSSM

2012-03-28 Thread Robert Osfield
Hi Daniel,

I would recommend using over ViewDependentShadowMap over
ParallelSplitShadowMap, this does mean use a recent dev release rather
than a stable release but the new shadow technique can do parallel
splits shadow maps as well as perspective shadow maps and make it easy
to switch/between or combine them.  It also performs much better.

Robert.

On 28 March 2012 14:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
 Hi there



 Is there a reason why in ParallelSplitShadowMap, lots of the interesting
 members are private? I would like to derive my own PSSM, and implement
 multitexturing, but for this I do not have access to _textureUnitOffset,
 which is a private member and does’t even have a setter method…



 Regards

 Daniel






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[osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
Hi there

Obviously PSSM is good for huge scenes (my case), but the wrong choice for 
multi threaded rendering. Is there a attempt to make PSSM multithreaded, does 
anybody have modified it, or what would be the way to go ?

Regards
Daniel


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Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Wang Rui
Hi Daniel,

Currently I'm working on the ViewDependentShadowMap and has already added
an initial implementation of PSSM and VSM. I'm using it with my digital
city project which must have huge scenes and multi-threaded rendering
features. I'd like to submit the changes some time later. :-)

Wang Rui


2012/3/23 Daniel Schmid daniel.sch...@swiss-simtec.ch

  Hi there

 ** **

 Obviously PSSM is good for huge scenes (my case), but the wrong choice for
 multi threaded rendering. Is there a attempt to make PSSM multithreaded,
 does anybody have modified it, or what would be the way to go ?

 ** **

 Regards

 Daniel

 ** **

 ** **

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Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
So you are mixing PSSM and VSM? Sounds interesting. If you have any sample code 
I could have a look at, I would appreciate...

Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Wang Rui
Gesendet: Freitag, 23. März 2012 09:29
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow PSSM

Hi Daniel,

Currently I'm working on the ViewDependentShadowMap and has already added an 
initial implementation of PSSM and VSM. I'm using it with my digital city 
project which must have huge scenes and multi-threaded rendering features. I'd 
like to submit the changes some time later. :-)

Wang Rui

2012/3/23 Daniel Schmid 
daniel.sch...@swiss-simtec.chmailto:daniel.sch...@swiss-simtec.ch
Hi there

Obviously PSSM is good for huge scenes (my case), but the wrong choice for 
multi threaded rendering. Is there a attempt to make PSSM multithreaded, does 
anybody have modified it, or what would be the way to go ?

Regards
Daniel



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Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Wang Rui
I would submit the code this weekend and everyone can have a look at it and
make changes to make it better (at present I'm still not satisfied with my
own implementation).

Wang Rui

2012/3/23 Daniel Schmid daniel.sch...@swiss-simtec.ch

  So you are mixing PSSM and VSM? Sounds interesting. If you have any
 sample code I could have a look at, I would appreciate…

 **

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Re: [osg-users] osgShadow PSSM

2012-03-23 Thread Daniel Schmid
Looking forward! Thanks!

Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Wang Rui
Gesendet: Freitag, 23. März 2012 09:41
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow PSSM

I would submit the code this weekend and everyone can have a look at it and 
make changes to make it better (at present I'm still not satisfied with my own 
implementation).

Wang Rui
2012/3/23 Daniel Schmid 
daniel.sch...@swiss-simtec.chmailto:daniel.sch...@swiss-simtec.ch
So you are mixing PSSM and VSM? Sounds interesting. If you have any sample code 
I could have a look at, I would appreciate...

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[osg-users] osgShadow PSSM light source issue

2012-03-23 Thread Daniel Schmid
I have an issue with PSSM. The light source in my scene is not taken into 
account properly (sun). It calculates shadows like if sun as in perfect orbit. 
All other shadow implementations work correctly, and changes in light position 
are calculated correctly, but PSSM is stuck somehow. Does anybody know this 
problem ?

Regards
Daniel


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[osg-users] osgShadow culling faces

2012-03-23 Thread Daniel Schmid
Hi there

I have some objects whose shadow looks ugly when the front faces are culled. 
For those objects, I would like to have front and back faces taken into account 
for shadow rendering, for others I can go with backfaces. Unfortunately, the 
face fulling is a property of the camera. How can I handle it on a per node 
basis ?

Regards
Daniel


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Re: [osg-users] osgShadow culling faces

2012-03-23 Thread Sergey Polischuk
Hi, Danielyou can set correct osg::CullFace attribute to stateset of graph branches where you need it Cheers, Sergey23.03.2012, 17:10, "Daniel Schmid" daniel.sch...@swiss-simtec.ch:Hi there I have some objects whose shadow looks ugly when the front faces are culled. For those objects, I would like to have front and back faces taken into account for shadow rendering, for others I can go with backfaces. Unfortunately, the face fulling is a property of the camera. How can I handle it on a per node basis ? RegardsDaniel  ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Sebastian Messerschmidt

Hi Daneil,

All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader however. 
Also you should set the texture unit/texture coordinates for the shadow 
to texture-count + 1.
Just look into the sources, there are the vertex/fragment shaders you'll 
need to modify.
I can agree that there currently is no homogeneous way to setup shaders 
for all the techniques, but it can be done.


For the vertex shader, you will have to assign something the eye-space 
coordinates to the texture unit.

For shadow mapping it more or less boils down to:

gl_MultiTexCoord[n].s = dot(gl_EyePlaneS[n] * gl_Vertex);
gl_MultiTexCoord[n].t = dot(gl_EyePlaneT[n] * gl_Vertex);
gl_MultiTexCoord[n].p = dot(gl_EyePlaneP[n] * gl_Vertex);
gl_MultiTexCoord[n].q = dot(gl_EyePlaneQ[n] * gl_Vertex);

The fragment shader you can get from the sources.

cheers
Sebastian

Hi Robert

Thanks for your answer. I was hoping all osgShadow techniques support 
multi-texturing... but in my application, i tried every single one, 
and I only have strange effects. What happens basically is the 
following: I can manage to have a shadow with standardshadowmap, and 
all the view based techniques, by selecting the base texture unit as 0 
and the shadow texture unit between 1 and 4. What happens then is that 
the according texture level of my model is replaced with my shadow 
texture and the texture coordinates of this level get mixed up, like i 
have other textures moving when rotating my viewport. So I thought, 
probably these levels are already occupied by my scene model, so I 
have to use a value above 4, but then I have no more shadow displayed 
at all.


I'm sure I'm missing somehow an important point about the way base 
texture and shadow texture units must have been supposed to use. But 
after some days of try and error, I cannot figure how I can have osg 
create a shadow without removing my textures or messing with a 
textures layer coordinate...


I'm really stuck... help appreciated. There are not really any 
tutorials out there explaining the use of osgShadow...


Regards
Daniel



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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Daniel Schmid
I have a hard time understanding that the osgShadow implementations should 
support multitexturing when they never mix the colors oft he different texture 
units... Ok, I'm not yet that settled in glsl maybe there is some magic working 
behind, which I do not understand.
I'm having a closer look right now into StandardShadowMap. There is only the 
base texture rendered (which I can define by setter method), plus the shadow 
texture. The other textures are ignored. When I want to use multiple texture 
layers, I ALWAYS have to write my own shaders. Is this correct ?

Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Sebastian 
Messerschmidt
Gesendet: Dienstag, 20. März 2012 08:18
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture

Hi Daneil,

All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader however. Also 
you should set the texture unit/texture coordinates for the shadow to 
texture-count + 1.
Just look into the sources, there are the vertex/fragment shaders you'll need 
to modify.
I can agree that there currently is no homogeneous way to setup shaders for all 
the techniques, but it can be done.

For the vertex shader, you will have to assign something the eye-space 
coordinates to the texture unit.
For shadow mapping it more or less boils down to:

gl_MultiTexCoord[n].s = dot(gl_EyePlaneS[n] * gl_Vertex);
gl_MultiTexCoord[n].t = dot(gl_EyePlaneT[n] * gl_Vertex);
gl_MultiTexCoord[n].p = dot(gl_EyePlaneP[n] * gl_Vertex);
gl_MultiTexCoord[n].q = dot(gl_EyePlaneQ[n] * gl_Vertex);

The fragment shader you can get from the sources.

cheers
Sebastian

Hi Robert

Thanks for your answer. I was hoping all osgShadow techniques support 
multi-texturing... but in my application, i tried every single one, and I only 
have strange effects. What happens basically is the following: I can manage to 
have a shadow with standardshadowmap, and all the view based techniques, by 
selecting the base texture unit as 0 and the shadow texture unit between 1 and 
4. What happens then is that the according texture level of my model is 
replaced with my shadow texture and the texture coordinates of this level get 
mixed up, like i have other textures moving when rotating my viewport. So I 
thought, probably these levels are already occupied by my scene model, so I 
have to use a value above 4, but then I have no more shadow displayed at all.

I'm sure I'm missing somehow an important point about the way base texture and 
shadow texture units must have been supposed to use. But after some days of try 
and error, I cannot figure how I can have osg create a shadow without removing 
my textures or messing with a textures layer coordinate...

I'm really stuck... help appreciated. There are not really any tutorials out 
there explaining the use of osgShadow...

Regards
Daniel





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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Sebastian Messerschmidt

Am 20.03.2012 09:26, schrieb Daniel Schmid:


I have a hard time understanding that the osgShadow implementations 
should support multitexturing when they never mix the colors oft he 
different texture units... Ok, I'm not yet that settled in glsl maybe 
there is some magic working behind, which I do not understand.


I'm having a closer look right now into StandardShadowMap. There is 
only the base texture rendered (which I can define by setter method), 
plus the shadow texture. The other textures are ignored. When I want 
to use multiple texture layers, I ALWAYS have to write my own shaders. 
Is this correct ?


This is correct, also the current implementation doesn't support fog, as 
you requested in your first posting.


*Von:*osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] *Im Auftrag von 
*Sebastian Messerschmidt

*Gesendet:* Dienstag, 20. März 2012 08:18
*An:* OpenSceneGraph Users
*Betreff:* Re: [osg-users] osgShadow and multitexture

Hi Daneil,

All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader 
however. Also you should set the texture unit/texture coordinates for 
the shadow to texture-count + 1.
Just look into the sources, there are the vertex/fragment shaders 
you'll need to modify.
I can agree that there currently is no homogeneous way to setup 
shaders for all the techniques, but it can be done.


For the vertex shader, you will have to assign something the eye-space 
coordinates to the texture unit.

For shadow mapping it more or less boils down to:

gl_MultiTexCoord[n].s = dot(gl_EyePlaneS[n] * gl_Vertex);
gl_MultiTexCoord[n].t = dot(gl_EyePlaneT[n] * gl_Vertex);
gl_MultiTexCoord[n].p = dot(gl_EyePlaneP[n] * gl_Vertex);
gl_MultiTexCoord[n].q = dot(gl_EyePlaneQ[n] * gl_Vertex);

The fragment shader you can get from the sources.

cheers
Sebastian

Hi Robert

Thanks for your answer. I was hoping all osgShadow techniques support 
multi-texturing... but in my application, i tried every single one, 
and I only have strange effects. What happens basically is the 
following: I can manage to have a shadow with standardshadowmap, and 
all the view based techniques, by selecting the base texture unit as 0 
and the shadow texture unit between 1 and 4. What happens then is that 
the according texture level of my model is replaced with my shadow 
texture and the texture coordinates of this level get mixed up, like i 
have other textures moving when rotating my viewport. So I thought, 
probably these levels are already occupied by my scene model, so I 
have to use a value above 4, but then I have no more shadow displayed 
at all.


I'm sure I'm missing somehow an important point about the way base 
texture and shadow texture units must have been supposed to use. But 
after some days of try and error, I cannot figure how I can have osg 
create a shadow without removing my textures or messing with a 
textures layer coordinate...


I'm really stuck... help appreciated. There are not really any 
tutorials out there explaining the use of osgShadow...


Regards

Daniel




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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Robert Osfield
Hi Daniel,

On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
 I have a hard time understanding that the osgShadow implementations should
 support multitexturing when they never mix the colors oft he different
 texture units… Ok, I’m not yet that settled in glsl maybe there is some
 magic working behind, which I do not understand.

 I’m having a closer look right now into StandardShadowMap. There is only the
 base texture rendered (which I can define by setter method), plus the shadow
 texture. The other textures are ignored. When I want to use multiple texture
 layers, I ALWAYS have to write my own shaders. Is this correct ?

Since the fixed function pipeline can't do shadows natively you have
to write your own shaders.

I have plans to get shader composition for the OSG which would be able
to replace the fixed function pipeline with shaders, but it'll be a
while before I get the time to return to tackling this particular
task.  Once we have shader composition should be easier to support
dropping provided more flexible shadow support, but shader composition
is far from trivial, very much at the cutting edge of scene graphs.

Until then you'll need to write your own shaders, but this is pretty
standard practice these days, often developers will do everything with
shaders.

Robert.
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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Daniel Schmid
There is a remaining question. In StandardShadowMap.cpp Lines 632 - 639 (osg 
3.0.1) I find lines setting the texture mode for stage 1-4. Why is there a 
limitation to these 4 stages, and what are they doing? If my model uses 4 
textures and the shadow should go on layer 5, could this be a problem?


-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Dienstag, 20. März 2012 09:48
An: OpenSceneGraph Users
Betreff: Re: [osg-users] osgShadow and multitexture

Hi Daniel,

On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
 I have a hard time understanding that the osgShadow implementations 
 should support multitexturing when they never mix the colors oft he 
 different texture units. Ok, I'm not yet that settled in glsl maybe 
 there is some magic working behind, which I do not understand.

 I'm having a closer look right now into StandardShadowMap. There is 
 only the base texture rendered (which I can define by setter method), 
 plus the shadow texture. The other textures are ignored. When I want 
 to use multiple texture layers, I ALWAYS have to write my own shaders. Is 
 this correct ?

Since the fixed function pipeline can't do shadows natively you have to write 
your own shaders.

I have plans to get shader composition for the OSG which would be able to 
replace the fixed function pipeline with shaders, but it'll be a while before I 
get the time to return to tackling this particular task.  Once we have shader 
composition should be easier to support dropping provided more flexible shadow 
support, but shader composition is far from trivial, very much at the cutting 
edge of scene graphs.

Until then you'll need to write your own shaders, but this is pretty standard 
practice these days, often developers will do everything with shaders.

Robert.
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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Wojciech Lewandowski
Hi,

These lines limit the textures used for rendering shadow map. Basically
there is no need to render the models with textures when we only render
depth in shadow map. The only exception are textures which can contain
alpha and then models will not render the parts with full transparency. So
the lines there turn of all textures (maybe it should be exceeded to max
number of stages available) except stage 0 where base texture with alpha is
assumed to be. This should be no problem for models with more texture
stages as long as you substitute shadow technique shaders with your own set
which can process your multiple textures correctly.

Cheers,
Wojtek Lewandowski

2012/3/20 Daniel Schmid daniel.sch...@swiss-simtec.ch

 There is a remaining question. In StandardShadowMap.cpp Lines 632 - 639
 (osg 3.0.1) I find lines setting the texture mode for stage 1-4. Why is
 there a limitation to these 4 stages, and what are they doing? If my model
 uses 4 textures and the shadow should go on layer 5, could this be a
 problem?


 -Ursprüngliche Nachricht-
 Von: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert Osfield
 Gesendet: Dienstag, 20. März 2012 09:48
 An: OpenSceneGraph Users
 Betreff: Re: [osg-users] osgShadow and multitexture

 Hi Daniel,

 On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch
 wrote:
  I have a hard time understanding that the osgShadow implementations
  should support multitexturing when they never mix the colors oft he
  different texture units. Ok, I'm not yet that settled in glsl maybe
  there is some magic working behind, which I do not understand.
 
  I'm having a closer look right now into StandardShadowMap. There is
  only the base texture rendered (which I can define by setter method),
  plus the shadow texture. The other textures are ignored. When I want
  to use multiple texture layers, I ALWAYS have to write my own shaders.
 Is this correct ?

 Since the fixed function pipeline can't do shadows natively you have to
 write your own shaders.

 I have plans to get shader composition for the OSG which would be able to
 replace the fixed function pipeline with shaders, but it'll be a while
 before I get the time to return to tackling this particular task.  Once we
 have shader composition should be easier to support dropping provided more
 flexible shadow support, but shader composition is far from trivial, very
 much at the cutting edge of scene graphs.

 Until then you'll need to write your own shaders, but this is pretty
 standard practice these days, often developers will do everything with
 shaders.

 Robert.
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Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Jean-Sébastien Guay

Hi Wojtek,


This should be no problem for models with more
texture stages as long as you substitute shadow technique shaders with
your own set which can process your multiple textures correctly.


Almost correct - the problem is that the shadow technique also disable 
all shaders for the shadow pass. So even if the models / scene provide 
shaders which do multitexturing, the shadow pass will only alpha blend / 
alpha test with the texture in unit 0 when rendering the shadow pass.


A shader could be set with OVERRIDE mode in the graph, and then (IIRC) 
it will be used during the shadow pass. I'd have to check the code again 
to confirm that the disabling is not done with PROTECTED mode...


J-S
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[osg-users] osgShadow and multitexturing

2012-03-19 Thread Daniel Schmid
Hi y'all

I'm trying to implement shadow in my scene. My scene makes use of up to 4 
texture levels in its models. I read in some comments that the lipsm and other 
shader based shadow techniques are not really made for multi texturing. Ist 
here anybody out there that made a custom shader that implements multitexturing 
and aswell fog functionality?

Regards
Daniel

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Re: [osg-users] osgShadow and multitexturing

2012-03-19 Thread Robert Osfield
Hi Daniel,

All the osgShadow techniques can work with multi-texturing and it's
certainly how I'd expect most users to use it.  However, the built in
shaders they provide can't handle all the types of effects you might
want to use so you'll need to replace these with your own custom
shaders.

Robert.

On 19 March 2012 14:40, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
 Hi y’all



 I’m trying to implement shadow in my scene. My scene makes use of up to 4
 texture levels in its models. I read in some comments that the lipsm and
 other shader based shadow techniques are not really made for multi
 texturing. Ist here anybody out there that made a custom shader that
 implements multitexturing and aswell fog functionality?



 Regards

 Daniel



 ***

 Daniel Schmid

 Swiss SIMTEC AG

 Frutigenstrasse 4

 CH-3600 Thun



 Tel:    +41 33 533 02 10

 Fax:   +41 33 533 02 01



 Mail:  daniel.sch...@swiss-simtec.ch

 URL:  http://www.swiss-simtec.ch

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Re: [osg-users] osgShadow and multitexture

2012-03-19 Thread Daniel Schmid
Hi Robert

Thanks for your answer. I was hoping all osgShadow techniques support 
multi-texturing... but in my application, i tried every single one, and I only 
have strange effects. What happens basically is the following: I can manage to 
have a shadow with standardshadowmap, and all the view based techniques, by 
selecting the base texture unit as 0 and the shadow texture unit between 1 and 
4. What happens then is that the according texture level of my model is 
replaced with my shadow texture and the texture coordinates of this level get 
mixed up, like i have other textures moving when rotating my viewport. So I 
thought, probably these levels are already occupied by my scene model, so I 
have to use a value above 4, but then I have no more shadow displayed at all.

I'm sure I'm missing somehow an important point about the way base texture and 
shadow texture units must have been supposed to use. But after some days of try 
and error, I cannot figure how I can have osg create a shadow without removing 
my textures or messing with a textures layer coordinate...

I'm really stuck... help appreciated. There are not really any tutorials out 
there explaining the use of osgShadow...

Regards
Daniel

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Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-06 Thread Robert Osfield
On Tue, Sep 6, 2011 at 12:48 AM, Patrick J Neary patrick.ne...@ngc.com wrote:
 Do you have an issue with adding the friend declaration to support the older 
 compilers?

It all depends upon whether there is any risk of such a change
breaking the build on other compilers.

Robert.
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Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-05 Thread Robert Osfield
On Sun, Sep 4, 2011 at 12:48 PM, Patrick J Neary patrick.ne...@ngc.com wrote:
 Paul,

 This problem still exists in 3.0.0 too. I was able to fix the problem under 
 GCC 3.4.4 by adding the following friend to ViewDependentShadowTechnique:

 template class, class friend class ProjectionShadowMap;

 Robert, do you see any problem with this?

Do I see any compile problem, or a problem with adding something extra
to ViewDependentShadowTechnique to get it compile on old compilers?

Robert.
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Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-05 Thread Patrick J Neary

robertosfield wrote:
 Do I see any compile problem, or a problem with adding something extra to 
 ViewDependentShadowTechnique to get it compile on old compilers?
 
 Robert.
 


Robert,

Do you have an issue with adding the friend declaration to support the older 
compilers?

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Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2011-09-04 Thread Patrick J Neary
Paul, 

This problem still exists in 3.0.0 too. I was able to fix the problem under GCC 
3.4.4 by adding the following friend to ViewDependentShadowTechnique:

template class, class friend class ProjectionShadowMap;

Robert, do you see any problem with this?

Thanks,
--Patrick

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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Paul Martz

On 5/16/2011 12:55 PM, Paul Martz wrote:

So I always recommended using Slaves cameras

instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


Wojtek, in your experience, have you found that using multiple slave Cameras in 
this way causes StandardShadowMap (for example) to do a shadow map creation pass 
once for each slave Camera? There are multiple shadow map creation render passes 
done per frame, in other words.


It seems like slave Cameras are really designed more for multiple displays, in 
which case you *do* want a shadow map created for each slave camera (so that 
it's generated and resident on the per-display GPU). But if the application uses 
slave Cameras rendering to a single window, the shadow map would still get 
generated multiple times per frame -- once per slave Camera -- which is undesirable.


It seems like what we really want for shadow map creation is something that 
creates the shadow map once per frame#/GC pair. As far as I can tell, merely 
using slave Cameras doesn't achieve this. If I'm wrong about how 
StandardShadowMap works in the presence of multiple slave Cameras, please 
correct me.

   -Paul
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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Wojciech Lewandowski

Hi,


On 5/16/2011 12:55 PM, Paul Martz wrote:

So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I 
would
design this today, instead of CullVisitor I would probably use 
RenderStage to

index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


Wojtek, in your experience, have you found that using multiple slave 
Cameras in this way causes StandardShadowMap (for example) to do a shadow 
map creation pass once for each slave Camera? There are multiple shadow 
map creation render passes done per frame, in other words.


Yes. It does. However StandardShadowMap is not intended for wide use in 
practice. This class is a direct equivalent of ShadowMap. It is fully 
functional, so can be used as a replacement of ShadowMap, but its main role 
is to lay foundation for View Dependent Shadow Techniques derived from it.


It seems like slave Cameras are really designed more for multiple 
displays, in which case you *do* want a shadow map created for each slave 
camera (so that it's generated and resident on the per-display GPU). But 
if the application uses slave Cameras rendering to a single window, the 
shadow map would still get generated multiple times per frame -- once per 
slave Camera -- which is undesirable.


And thats the goal for View Dependent techniques which optimize shadow map 
resolution by adjusting shadow projection to part of the scene visible per 
view. So each view will need a different shadow map. These classes were 
designed to work in multi screen / multi threaded configurations.  But they 
would also work for RTT Slave cameras.


It seems like what we really want for shadow map creation is something 
that creates the shadow map once per frame#/GC pair. As far as I can tell, 
merely using slave Cameras doesn't achieve this. If I'm wrong about how 
StandardShadowMap works in the presence of multiple slave Cameras, please 
correct me.


In case of MinimalShadowMap or LispSM techniques even if views share GC 
there is an assumption they use different view/projection matrices so Shadow 
maps for each of them should be created anyway.


Cheers,
Wojtek

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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Wojciech Lewandowski

Hi Paul,

What I know for certain is this: all shadow techniques stemming from 
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) 
are not compatible with nested cameras. And its a design flaw. Basically all 
these techniques allocate resources per View and views are recognized and 
indexed by cull visitor pointer.  Unfortunately cull visitor of the view 
main camera  also traverses nested cameras, so this means these nested 
cameras will use the same resources as main view camera. Since the shadow 
map depends on the camera view/projection, obiously  shadowmaps, projection 
and texgen settings will not work correctly for nested cams. So I always 
recommended using Slaves cameras instead of Nested cams because they have 
their own CullVisitors. If I would design this today, instead of CullVisitor 
I would probably use RenderStage to index view resources.


I am however, not sure if I agree with your diagnosis on basic ShadowMap 
problem. Even if shadow map was rendered only once it should work well for 
both main and nested camera. Thats because ShadowMap projection does not 
depend on parent camera view or projection.


Instead I suspect that shadow tex coord Texgen may be the problem. This is 
the only view dependent resouce here. Shadow texgen produces EYE_LINEAR 
coords. These coords depend on current model view matrix. I guess in Felix 
case main camera view matrix differs from nested camera view matrix. So 
texgen working for the main cam, does not produce correct coords for nested 
camera.


These however are only theoretical deliberations. I have never tested or 
debuged such problem in practice, and I may be wrong.


Cheers,
Wojtek

-Oryginalna wiadomość- 
From: Paul Martz

Sent: Friday, May 13, 2011 11:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow and nested RTT-cams

Hi all -- While digging into an issue with multiple nested Camera nodes in
2.8.x, I came across this old thread in the archives and wanted to follow 
up, as
it appears no one ever solved the mystery. I imagine there is more 
up-to-date

information, or possibly even fixes on trunk? If so, please let me know.

Camera nodes have a 1-to-1 mapping with RenderStage objects, and the first 
thing
that happens in RenderStage::draw() is a check to ensure that the 
RenderStage

only draws once per frame. (This is necessary because the RenderStage is
inserted twice into the render graph: Once as a pre-render RenderStage, then
once again as a regular child of the top-level Camera.) See RenderStage.cpp 
line

1109 on trunk.

That's almost always what you want, except in Felix's case (see quoted 
text). In
his situation, he has a scene that uses osgShadow (which uses a child Camera 
to

implement the pre-render pass). Because a RenderStage can only draw once per
frame, there is no way to render an osgShadow scene twice per frame: once to 
a

texture (using an RTT Camera) and once again to some other framebuffer.

Thoughts?
   -Paul


On Aug 6 2009, 8:32 am, Felix Heide felix.he...@student.uni-siegen.de 
wrote:

Hey folks,

i have a problem with using theosgShadownodekit together with 
nestedRTT-Cams.

A scenegraph as illustrated in the following image works fine:


[Image:http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png]

But problems arise, when i use anRTT-Cam to render this scenegraph to an 
FBO.
The FBO is used as a texture which is put on a simple quad-geode. The 
quad-geode
is then rendered by the Viewers-Camera with orthogonal projection. In fact 
all
this stuff is done to apply warping in the fragment shader pass. The 
resulting

scenegraph is illustrated in the following figure:


[Image:http://img9.imageshack.us/img9/8421/sgwithrttcam.png]

The results are strange shadow artifacts. The shadows move with
theRTT-Cameras viewpoint. In addition sometimes flickering in the shadows 
can be

noticed. Except the shadows, the whole scene is rendered as it should be.


At first, i thought it would have something to do with the shadowMap's 
cam.

Line 192 in ShadowMap.cpp (osg 2.8.0) is


Code:
_camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

If i understand the Reference Frame concept right, this line makes the

shadowMaps cam inherit its viewpoint from the viewers cam and not the
nestedrtt-cam, which would be the right one. So i tried to set the Referende
Frame to ABSOLUTE_RF by accessing the current camera in a cull-callback 
attached

to the ShadowScene node. That did not help.


Hope someone has a tip for me.

Cheers,
Felix

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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz

On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote:

Hi Paul,

What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are
not compatible with nested cameras. And its a design flaw. Basically all these
techniques allocate resources per View and views are recognized and indexed by
cull visitor pointer. Unfortunately cull visitor of the view main camera also
traverses nested cameras, so this means these nested cameras will use the same
resources as main view camera.


I understand. I encountered the same issue in an early prototype version of what 
eventually became OcclusionQueryNode.


 Since the shadow map depends on the camera

view/projection, obiously shadowmaps, projection and texgen settings will not
work correctly for nested cams.


Right, because (in the nested case), the CullVisitor address index looks up the 
wrong values. You get results, you just get the wrong results.


 So I always recommended using Slaves cameras

instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls 
renderer-cull(). That's implemented internally with SceneView::cull().



I am however, not sure if I agree with your diagnosis on basic ShadowMap
problem. Even if shadow map was rendered only once it should work well for both
main and nested camera. Thats because ShadowMap projection does not depend on
parent camera view or projection.


I came to the same conclusion after I slept on this Friday night. One pass to 
create the shadow map should be sufficient.

   -Paul
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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz

On 5/16/2011 12:55 PM, Paul Martz wrote:

Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


I meant the View, not the CullVisitor. Sorry for the mistake.
   -Paul
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[osg-users] osgShadow and osgearth

2011-05-11 Thread Kumar Saurabh Arora
I am trying to implement the shadow of an object flying above the earth(
rendered from osgEarth). It is not working . I tried every technique, none
of them are working. But if I render simple sphere of same size in place of
osgearth, then shadow works on the sphere. Is there anything else I am
missing?

 

Cheers

Sumit Pandey

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Re: [osg-users] osgShadow and osgearth

2011-05-11 Thread Torben Dannhauer
Hi,

as far as I know, osgEarth ist shader based, so you have to integrate your 
shadow in the osgEarth shaders (look for shader Composition)


Cheers,
Torben

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Re: [osg-users] osgShadow and osgearth

2011-05-11 Thread Glenn Waldron
Sumit,
Please see my response to your post in the osgEarth forum for an answer.

http://forum.osgearth.org/Shadow-in-osgearth-td6351086.html


Glenn Waldron / Pelican Mapping / @glennwaldron


On Wed, May 11, 2011 at 5:15 AM, Kumar Saurabh Arora saur...@vizexperts.com
 wrote:

  I am trying to implement the shadow of an object flying above the earth(
 rendered from osgEarth). It is not working . I tried every technique, none
 of them are working. But if I render simple sphere of same size in place of
 osgearth, then shadow works on the sphere. Is there anything else I am
 missing?



 Cheers

 Sumit Pandey

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Re: [osg-users] osgShadow texture problem

2011-03-03 Thread daniele argiolas
nothing?

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Re: [osg-users] osgShadow texture problem

2011-02-11 Thread daniele argiolas
In attachment osg file that doesn't work. When I activate osgShadow, I can't 
see texture.

In osg file there's field textureUnit 0 {}. If I remove this and change, 
texture works.

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PositionAttitudeTransform {
  name Collada visual scene group
  nodeMask 0x
  cullingActive TRUE
  StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
  }
  referenceFrame RELATIVE
  position 0 0 0
  attitude 0.707107 0 0 0.707107
  scale 1 1 1
  pivotPoint 0 0 0
  num_children 1
  MatrixTransform {
name Strada_Dritta_01
nodeMask 0x
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
  1 0 0 0
  0 1 0 0
  0 0 1 0
  0 0 0 1
}
num_children 1
Geode {
  nodeMask 0x
  cullingActive TRUE
  num_drawables 1
  Geometry {
DataVariance STATIC
name lambert4SG
StateSet {
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_CULL_FACE ON
  Material {
ColorMode OFF
ambientColor 0 0 0 1
diffuseColor 1 1 1 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
  }
  textureUnit 0 {
  }
  textureUnit 1 {
GL_TEXTURE_2D ON
Texture2D {
  file C:\\Documents and Settings\\All 
Users\\Documenti\\ARGame\\Texture_DEF\\Strada_Dritto.jpg
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply TRUE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
  shadowComparison FALSE
  shadowCompareFunc GL_LEQUAL
  shadowTextureMode GL_LUMINANCE
}
TexEnv {
  mode MODULATE
}
  }
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
  DrawElementsUInt TRIANGLES 132
  {
0 3 6 6 3 8 40 43 49 49
43 46 10 12 14 14 12 17 36 38
1 1 38 4 5 39 9 9 39 30
37 2 33 33 2 7 55 52 61 61
52 58 15 26 11 11 26 23 16 18
27 27 18 28 20 29 13 13 29 19
34 31 24 24 31 21 26 37 23 23
37 33 27 28 36 36 28 38 30 39
20 20 39 29 6 8 41 41 8 44
9 30 45 45 30 47 32 35 48 48
35 50 33 7 51 51 7 42 25 22
56 56 22 53 20 13 54 54 13 59
12 10 60 60 10 62 11 23 63 63
23 57 
  }
}
VertexArray Vec3Array 64
{
  0.999613 0 0.999415
  0.999613 0 0.999415
  0.999613 0 0.999415
  0.999613 0 -0.999398
  0.999613 0 -0.999398
  0.999613 0 -0.999398
  0.999613 0.00739819 0.999415
  0.999613 0.00739819 0.999415
  0.999613 0.00739819 -0.999398
  0.999613 0.00739819 -0.999398
  -0.999199 0.00739819 0.999415
  -0.999199 0.00739819 0.999415
  -0.999199 0.00739819 -0.999398
  -0.999199 0.00739819 -0.999398
  -0.999199 0 0.999415
  -0.999199 0 0.999415
  -0.999199 0 0.999415
  -0.999199 0 -0.999398
  -0.999199 0 -0.999398
  -0.999199 0 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 0.999415
  -0.807709 0.00739819 0.999415
  -0.807709 0.00739819 0.999415
  -0.807709 0 0.999415
  -0.807709 0 0.999415
  -0.807709 0 -0.999398
  -0.807709 0 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 0.999415
  0.807909 0.00739819 0.999415
  0.807909 0.00739819 0.999415
  0.807909 0 0.999415
  0.807909 0 0.999415
  0.807909 0 -0.999398
  0.807909 0 -0.999398
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 -0.999398
  0.999613 0.0239958 -0.999398
  0.999613 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 0.999415
  0.807909 0.0239958 0.999415
  0.807909 0.0239958 0.999415
  -0.807709 0.0239958 -0.999398
  -0.807709 0.0239958 -0.999398
  -0.807709 0.0239958 

Re: [osg-users] osgShadow texture problem

2011-02-10 Thread daniele argiolas
I find the problem:
some models (made in Maya and exported in Collada then in osg), in osg file 
have texture 0 empty. Perhaps in shadowed scene this is an important value. 
If I remove empty texture and I change other texture numbers it works.

Have you got some ideas about this?

thanks

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[osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
Hi, I've a problem with osgShadow.
I create the shadowed scene as described in examples.

In the scene I've a textured plane, imported (as .ive) and a house over the 
plane, that makes shadows over that. I've also a single light.

When I use ShadowMap, SoftShadowMap and ParallelSplitShadowMap techniques, 
shadows works fine but I can't see house's textures.

Only if I use ShadowTexture technique I see textures but shadows are worst.

In both cases I can see plane's texture.

What's the problem? I add objects in scene normally, with readNodeFile then 
scene-addChild();

Can be a model problem?

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
I notice that with some models textures works.
What could be the problem?


thanks!!!

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Ramy Gowigati
Hi, with some shadow techniques they take base texture unit value, try setting 
that value. Maybe that will help out.

Are you rendering in Shaders or Fixed function pipeline?

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
Hi,
I put sm-setTextureUnit(1); but it doesn't change. I don't know if it's 
rendering in Shaders or Fixed, how do I check it?

I can't understand why some models works and others not.

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Robert Osfield
Hi Daniele,

It could be that some models are using multi-texturing or are the
state in the models doesn't work well with the shaders used by
osgShadow.  The best way to work out what the different models are
doing is to export then to .osg or .osgt (if you are using 2.9.x or
svn/trunk) and then have a look at the resulting ascii file as it will
list all the state that is being setup, and what texture units are
active.

Robert.

On Wed, Feb 9, 2011 at 2:53 PM, daniele argiolas arj...@gmail.com wrote:
 Hi,
 I put sm-setTextureUnit(1); but it doesn't change. I don't know if it's 
 rendering in Shaders or Fixed, how do I check it?

 I can't understand why some models works and others not.

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Steven Powers
I'll add that (at least in version 2.8.3) changing the texture unit for the 
shadows does not update the shadow technique's shader code. You'll have to 
override the default shader code to align with whatever texture unit you choose 
to use for the shadows.

Cheers,
Steven

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Re: [osg-users] osgShadow under OS/X

2011-01-28 Thread Alessandro Terenzi
Hi,
I know this is quite an old topic, anyway I'm experiencing exactly the same
problems as Adrian BUT I'm using the latest svn/trunk code (downloaded just
yesterday).

I can also add that if I execute osgshadow with the --SingleThreaded switch
then the artifacts are not there anymore.

I use a MacBook Pro (i3) with a NVIDIA GeForce GT 330M and Mac OS X 10.6.5.

Regards.
Alessandro

On Mon, Oct 1, 2007 at 10:46 PM, Adrian Egli 3dh...@gmail.com wrote:

 hi robert,

 i come from testing the osg under OS/X. all osgShadow doesn't work well, or
 it doesn't work at all on my mac book pro (ATI X1600, ... )
 the whole scene is black, and only black. if i add --sv as parameter then
 it seems to work, but with hundereds of artefacts.

 did we change anything in the past, texturing, ... ... ...

 /regards
 adegli

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[osg-users] osgShadow clipping shadows cast from off-camera objects

2011-01-05 Thread Peter Amstutz
Hello all,

I am trying to add dynamic shadows to my scene and so far
osgShadow::LightSpacePerspectiveShadowMapVB seems to produce the best
results [*].  Unfortunately, one problem I am encountering is that
shadows cast by geometry located to the side or behind the camera get
clipped, leading to a number of artifacts.  For example, standing
outside a building with the sun to your back, the shadow map correctly
projects the outline of a doorway onto the floor.  However, once the
camera enters the building, the wall is clipped and this causes the
entire room to be illuminated.  This is a very noticeable and
undesirable effect.  How can I mitigate this problem?

[*] I had high hopes for PSSM based on reading about the technique but
so far neither osg 2.8.3 nor 2.9.10 produce correct results for me. 

Thanks!

-- 
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Technology Solutions Experts
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02131

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Re: [osg-users] osgShadow clipping shadows cast from off-camera objects

2011-01-05 Thread Peter Amstutz
That parameter is exactly what I was looking for, thanks!

On 1/5/2011 3:36 PM, Wojciech Lewandowski wrote:
 Hi Peter,

 Try using MinLightMargin parameter. May help somtimes. Look at the
 attached picture for its meaning.

 Cheers,
 Wojtek Lewandowski

 -Oryginalna wiadomość- From: Peter Amstutz
 Sent: Wednesday, January 05, 2011 7:37 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] osgShadow clipping shadows cast from off-camera
 objects

 Hello all,

 I am trying to add dynamic shadows to my scene and so far
 osgShadow::LightSpacePerspectiveShadowMapVB seems to produce the best
 results [*].  Unfortunately, one problem I am encountering is that
 shadows cast by geometry located to the side or behind the camera get
 clipped, leading to a number of artifacts.  For example, standing
 outside a building with the sun to your back, the shadow map correctly
 projects the outline of a doorway onto the floor.  However, once the
 camera enters the building, the wall is clipped and this causes the
 entire room to be illuminated.  This is a very noticeable and
 undesirable effect.  How can I mitigate this problem?

 [*] I had high hopes for PSSM based on reading about the technique but
 so far neither osg 2.8.3 nor 2.9.10 produce correct results for me.

 Thanks!


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[osg-users] osgShadow bug ?

2010-09-16 Thread Bruno Ronzani
Hi,

I've been using osgShadow for some time now, but I've recently experienced some 
strange things with it.

I noticed that everything was working just fine when i don't use cast/receive 
traversal masks, but when I start dealing with them, my shadows just become 
ugly dark squares.

Note that I am using the MinimalShadowMap class.

I found a little fix in the file StandardShadowMap.cpp : I just commented the 
lines 731/732 :

_cv-setTraversalMask( traversalMask  
 _st-getShadowedScene()-getCastsShadowTraversalMask() );

and now it works fine. 

I wonder if this binary  has been added by mistake (maybe it should be a | 
?), but again simply commenting this line did the job for me. 

I hope I'm not removing a secret dark feature :)


Thank you!

Cheers,
Bruno

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[osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
Hi,

can someone what can cause this please 
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ] 
(http://img94.imageshack.us/i/shadowlg.jpg/)




my config :
- Windows 7
- Ati x1950 pro 
- omega drivers

i tested this in winXP with the latest availble catalyst drivers and got the 
same problem

another issues i have

[Image: http://img697.imageshack.us/img697/8601/screen2vks.th.jpg ] 
(http://img697.imageshack.us/i/screen2vks.jpg/)
[Image: http://img88.imageshack.us/img88/204/screen1pzj.th.jpg ] 
(http://img88.imageshack.us/i/screen1pzj.jpg/)
[Image: http://img443.imageshack.us/img443/6802/screen3owj.th.jpg ] 
(http://img443.imageshack.us/i/screen3owj.jpg/)



any help is welcome


Thanks and good day



ps : the last pics are from crysis and not from my app ;)

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Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread Jean-Sébastien Guay

Hello Issam,


can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ] 
(http://img94.imageshack.us/i/shadowlg.jpg/)


What command line options are you using to run the osgshadow example?

For me, these work well

osgshadow --sm -3
osgshadow --ssm -3
osgshadow --lispsm -3
osgshadow --sm -4
osgshadow --lispsm -4

My config: AMD Athlon64 X2 4200+, NVidia GeForce GT 240 1GB, Windows 7 64bit

Did it ever work on this machine / configuration?


another issues i have

[Image: http://img697.imageshack.us/img697/8601/screen2vks.th.jpg ] 
(http://img697.imageshack.us/i/screen2vks.jpg/)
[Image: http://img88.imageshack.us/img88/204/screen1pzj.th.jpg ] 
(http://img88.imageshack.us/i/screen1pzj.jpg/)
[Image: http://img443.imageshack.us/img443/6802/screen3owj.th.jpg ] 
(http://img443.imageshack.us/i/screen3owj.jpg/)

ps : the last pics are from crysis and not from my app ;)


That looks like your video card is overheating or something like that.

J-S
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Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
1- i did'nt try any of the command line options, just the exe
but i will try your commands tonight, thanks for the suggestion


2 - h ... probably

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[osg-users] OsgShadow

2010-07-05 Thread Jose Rincon
Hi,

I'm trying to use the library osgShadow but when I use it, I have the shadow 
effect in the sky too. I'd like to know how can I remove this effect.

Also, is it possible to use osgShadow for files .ive? 

Thank you!

Cheers,
Perez

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Re: [osg-users] OsgShadow

2010-07-05 Thread Jean-Sébastien Guay

Hello Jose,


I'm trying to use the library osgShadow but when I use it, I have the shadow 
effect in the sky too. I'd like to know how can I remove this effect.


You might have seen that ShadowedScene has methods called 
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based 
techniques, only the Casts mask works. You would need to use the 
Receives mask to control whether objects receive shadows, but it's not 
considered, so you can't do it that way


But you have two other options:

a) don't put your sky in the subgraph under the ShadowedScene. Make a 
root osg::Group, under which the ShadowedScene will be one child and 
other children can be added who will not have shadows.


b) replace the osgShadow default shaders by your own, then you can 
control shadow application using a uniform variable or simply use a 
different shader that doesn't apply shadows for those objects you don't 
want shadows on.



Also, is it possible to use osgShadow for files .ive?


Yes of course, any model format OSG can load then becomes part of the 
scene graph and will work just as well for osgShadow. Moreover, .ive is 
(one of) OSG's native binary format, so you can even save some 
OSG-specific things in .ive files.


Hope this helps,

J-S
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[osg-users] osgshadow example does not work

2010-04-14 Thread Martin Großer

hello,

i try to run the osgshadow.exe on windows xp and it doesn't work. Have 
everyone a impression what the mistake is (see the image osgshadow.jpg)?


I have a NVIDIA GeForce 9600 and the latest driver.

Cheers

Martin
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[osg-users] osgShadow and osgearth

2010-04-10 Thread sumit
Hi all, 

I m trying to get the shadows on earth(rendered by
osgEarth). I have just inserted the earth node in osgShadow example. I could
not get any shadow of mountains on terrain(self shadowing) by any shadowmap
technique. I have tried to increase texture resolution but it's still not
working. It was working for small terrain(created in osgShadow example model
2). Am I missing something?

 

Cheers

Sumit

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Re: [osg-users] osgShadow and osgearth

2010-04-10 Thread Wojciech Lewandowski
Hi Sumit,

Have you tried LispSM ? I have not tested it with osgEarth but it works  with 
osgDEM data.  See osgShadow -4 --lispsm example. 

With large Dataset you will probably have to take advantage of two Lispsm 
methods inherited from MinimalShadowMap
void setModellingSpaceToWorldTransform( const osg::Matrix  
modellingSpaceToWorld );  

and

void setMaxFarPlane( float maxShadowDistance );

to optimize shadow map resolution usage. Look how they are used in osgShadow 
example.

Cheers,

Wojtek Lewandowski




 
From: sumit 
Sent: Saturday, April 10, 2010 9:14 AM
To: 'OpenSceneGraph Users' 
Subject: [osg-users] osgShadow and osgearth


Hi all, 

I m trying to get the shadows on earth(rendered by osgEarth). I 
have just inserted the earth node in osgShadow example. I could not get any 
shadow of mountains on terrain(self shadowing) by any shadowmap technique. I 
have tried to increase texture resolution but it's still not working. It was 
working for small terrain(created in osgShadow example model 2). Am I missing 
something?

 

Cheers

Sumit






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Re: [osg-users] osgShadow ECEF precision problems

2010-01-05 Thread Robert Osfield
HI Marius,

When you're happy with your changes you could please post the whole
modified files to osg-submissions so I can review them.

Thanks,
Robert.

On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote:
 Hi Wojtek,

 small difference big change :-). Shadow is rock solid now.

 I only thoroughly tested the directional lighting but it should work for the 
 other cases too.

 Cheers,
 Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

I solved my directional light case. I changed all floats to doubles in 

* StandardShadowMap::ViewData::aimShadowCastingCamera

The light camera position was calculated as float as was thus jumping around.

Of course the change from yesterday using double bounding volumes also has to 
be activated.

In the process I also upgraded the polytope class to double (I don't think 
this is necessary). I can fix the other light type cases (VB/CB/DB) but someone 
will have to give me a quick walk-through on posting updates to osg so I don't 
have to do my work twice.

Thanks a lot for your support.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

My congratulations! I am glad you did it.


I solved my directional light case. I changed all floats to doubles in

* StandardShadowMap::ViewData::aimShadowCastingCamera


The code in the above method was based on original ShadowMap code and indeed 
used floats (I must admit I neglected this method).


In the process I also upgraded the polytope class to double (I don't 
think this is necessary). I can fix the other light type cases (VB/CB/DB) 
but someone will have to give me a quick walk-through on posting updates 
to osg so I don't have to do my work twice.


osg::Polytope is double based by default as far as I know.
Other classes stemming from ViewDependentShadowTechnique inherit and use 
StandardShadowMap::ViewData::aimShadowCastingCamera method so you have fixed 
them all in one shot ;-)


Can you post your modified StandardShadowMap.cpp ? I am preparing few fixes 
and I would like to merge my changes with the change you have meade before 
sending my submissions.


Cheers,
Wojtek

- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 11:04 AM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,


The light camera position was calculated as float as was thus jumping 
around.


Of course the change from yesterday using double bounding volumes also has 
to be activated.



Thanks a lot for your support.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and check 
if the double modifications only in StandardShadowMap.cpp are enough to solve 
the problem I had. If this is the case, I will send you the svn patch for osg 
trunk. My 2.9.5 is too dirty and old that I can send you that patch.

Will let you know as soon as I've done it

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

Current trunk version does not draw debug volumes, don't be surprised not 
seeing them. Its a problem outside of the osgShadow related to changes in 
COLOR_PER_PRIMITIVE handling.


Cheers,
Wojtek



- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:37 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and 
check if the double modifications only in StandardShadowMap.cpp are 
enough to solve the problem I had. If this is the case, I will send you 
the svn patch for osg trunk. My 2.9.5 is too dirty and old that I can 
send you that patch.


Will let you know as soon as I've done it

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

small difference big change :-). Shadow is rock solid now.

I only thoroughly tested the directional lighting but it should work for the 
other cases too.

Cheers,
Marius

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[osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi!

I have been using osgShadow::LightSpacePerspectiveShadowMapVB very successfully 
in previous osg projects. I am currently making the transition from a local XYZ 
to a whole earth ECEF database.

In general the shadow still works correctly, but jumps around by about a meter 
or two when my model moves. It looks like the underlying shadow bounding volume 
calculation architecture is not completely implemented with double precision. 
If so, could anybody give me a hint if the modifications are simple and where 
they are?

Thanks a lot - any help is appreciated.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Hi Marius,

I am not sure what ECEF acronym means. I guess its WGS84 eliposoid 
coordinate system with origin in ellipsoid center.


We are using LispSM with VPB generated terrain. Do you use 
setModellingSpaceToWorldTransform method ? It should be helpful in your 
work. See example of usage and setting it in osgshadow.cpp lines 832-851 
(OSG trunk).
However, I have not tested it with LispsmVB though, but LispsmCB and 
LispsmDB. And they seem to work precisely enough most of the time.


When impleneting Lispsm/Minimal Shadow Map algorithms, I made the effort to 
make all computations using doubles. At the time when I was doing this, 
bounding boxes were based on floats so it may be the case that some issues 
could be related to inacurate bounding box precision.


But my observations regarding shadow volume computations suggest different 
cause: even double precision is not enough for convex polytope math in WGS84 
world coords when these convex polytopes are made from view frustums with 
very short near planes. For this case it would be better to make all shadow 
volume computations in view space. I wish I could do this someday but 
frankly I do not expect it to happen anytime soon.


Cheers,
Wojtek Lewandowski

- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 12:20 PM
Subject: [osg-users] osgShadow  ECEF precision problems



Hi!

I have been using osgShadow::LightSpacePerspectiveShadowMapVB very 
successfully in previous osg projects. I am currently making the 
transition from a local XYZ to a whole earth ECEF database.


In general the shadow still works correctly, but jumps around by about a 
meter or two when my model moves. It looks like the underlying shadow 
bounding volume calculation architecture is not completely implemented 
with double precision. If so, could anybody give me a hint if the 
modifications are simple and where they are?


Thanks a lot - any help is appreciated.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

thanks for your reply.

Sorry for the ECEF (earth-centered-earth-fixed) acronym. Basically we are 
talking about the same thing.

A quick update. I activated setDebugDraw() and both the geometry bounding 
volume and light volume were jumping. I just noticed and undefined the 
OSG_USE_FLOAT_BOUNDINGBOX in osg\config. Now the bounding volume is precise and 
the light volume bounces. I can up you a video link of the problem via PM if 
you like.

Thanks a lot for the setModellingSpaceToWorldTransform tip. I will give this a 
try right away. I am open for any suggestions. Even if it means switching from 
LightSpacePerspectiveShadowMapVB to something else. I just remember testing all 
shadow mapping versions and VB worked the most reliable for my application with 
a lot of camera movement, wide spaced objects and keeping the resolution of the 
map high. 

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

I have done various tests with the osgShadow demo. All three versions of the 
LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision problem even 
if setModellingSpaceToWorldTransform() is used. I did the following to 
reproduce:

Simulate a large database by changing osgShadow demo line 371 to:

osg::Vec3 center(3000.0, 3000.0, 3000.0);

Execute the demo with the following:

osgshadow --directionalLight --lispsm --ViewBounds --debugHUD -2 
osgshadow --directionalLight --lispsm --CullBounds --debugHUD -2 
osgshadow --directionalLight --lispsm --DrawBounds --debugHUD -2

Any ideas?

Thanks a lot for your effort!

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Hi Marius,

When I do this I see empty blue screen. No model displayed. Looks like 
camera is positioned far from the model. Perhaps you have done more 
modifications ?


Wojtek


- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 4:17 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

I have done various tests with the osgShadow demo. All three versions of 
the LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision 
problem even if setModellingSpaceToWorldTransform() is used. I did the 
following to reproduce:


Simulate a large database by changing osgShadow demo line 371 to:

osg::Vec3 center(3000.0, 3000.0, 3000.0);

Execute the demo with the following:

osgshadow --directionalLight --lispsm --ViewBounds --debugHUD -2
osgshadow --directionalLight --lispsm --CullBounds --debugHUD -2
osgshadow --directionalLight --lispsm --DrawBounds --debugHUD -2

Any ideas?

Thanks a lot for your effort!

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

sorry.. press '1' and then SPACE ... the camera home position is then 
calculated automatically to fit the model into the view. This is all caused 
because the model is so far away.
 
Good luck :-)

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Marius,

We must have been using different OSG versions. 1 , SPACE seems to not work 
on my trunk code. I solved this by setting home postion manually.
I was able replicate your problem but unfortunately have no more time to 
spare now and any aditional hints do not cross my mind at the moment. 
However,  I am curious what can be wrong myself and will look into it in 
next or two days.


Wojtek


- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 5:05 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

sorry.. press '1' and then SPACE ... the camera home position is then 
calculated automatically to fit the model into the view. This is all 
caused because the model is so far away.


Good luck :-)

Cheers,
Marius

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Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
Hi Community,

please appologize for asking again, since there was no feedback on this. Any
ideas about this?

Nick

http://www.linkedin.com/in/tnikolov


On Sat, Dec 5, 2009 at 2:30 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi community.

 I am having some issues with shadowed scene. Imagine this scenario:
 - terrain as a shadow receiver
 - 1 moving model as shadow caster (the shadow looks good now)
 - adding additional moving models (now the shadow of the first one still
 looks great, but on all next models it is very blurry almost invisible)

 Any ideas, hints?

 Thanks a lot!

 Nick

 http://www.linkedin.com/in/tnikolov

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Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 Hi Community,

 please appologize for asking again, since there was no feedback on this. Any
 ideas about this?

It's hard to guess at what is up with so little details.  Which
ShadowTechniques have you tried?

Robert.
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Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
Hi RObert,


SoftShadowMap

Nick

http://www.linkedin.com/in/tnikolov


On Tue, Dec 8, 2009 at 11:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com
 wrote:
  Hi Community,
 
  please appologize for asking again, since there was no feedback on this.
 Any
  ideas about this?

 It's hard to guess at what is up with so little details.  Which
 ShadowTechniques have you tried?

 Robert.
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Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
Hi Nick,

On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 SoftShadowMap

SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.

Try the view dependent techniques such as LightSpacePerspectiveShadowMap.

Robert.
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Re: [osg-users] osgShadow - Application crash

2009-12-07 Thread manish Choudhary
Hi Jean Sebastien Guay ,

Thanks Jean Sebastien Guay for your help .


... 

Thank you!

Cheers,
manish

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[osg-users] osgShadow question

2009-12-05 Thread Trajce Nikolov
Hi community.

I am having some issues with shadowed scene. Imagine this scenario:
- terrain as a shadow receiver
- 1 moving model as shadow caster (the shadow looks good now)
- adding additional moving models (now the shadow of the first one still
looks great, but on all next models it is very blurry almost invisible)

Any ideas, hints?

Thanks a lot!

Nick

http://www.linkedin.com/in/tnikolov
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Re: [osg-users] osgShadow - Application crash

2009-12-04 Thread Jean-Sébastien Guay

Hi Manish,


I have integrated Chipset and no additional 3d graphics card installed .


Yes, I gathered as much from the error messages that you posted.


Is Software rendering is possible ?


For shadows, you really need Framebuffer Objects to get any acceptable 
performance. I have seen some integrated chipsets that will make OSG 
fall back from Framebuffer Objects to pbuffers (as yours does) and then 
work with pbuffer but more slowly. In your case, it seems that your 
driver doesn't even support pbuffers.


You might try upgrading your integrated chipset's driver, perhaps that 
will make it support pbuffers, but I doubt the performance will be 
acceptable. So you'll probably have to disable shadows when running on 
that chipset. Note that it's the application's responsibility to detect 
the hardware or use config files or some other mechanism to disable 
features that aren't supported / are too slow on the current hardware.


Hope this helps,

J-S
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Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Robert Osfield
Hi Manish,

It's not normal for osgShadow to crash so it's not something others in
the community will be immediately be able to help you with as there
are no clues to the cause of the crash.

Does the osgshadow example work?

What is the strack trace when the app crashes?

Robert.

On Thu, Dec 3, 2009 at 7:22 AM, manish Choudhary osgfo...@tevs.eu wrote:
 Hi,

 Im trying to add shadows to my scene, code taken from osgshadow example but 
 my application crash

 If I dont set the setShadowTechnique then my application does not crash, but 
 i obviously don't get shadows either. Ive tried each of the shadow techniques 
 but only Shadow volumes technique .
 Why my application crash while using other shadow technique ?
 How can I solve this problem  ?

 Thank you!

 Cheers,
 manish

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Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
Hi,
Hi,

Osgshadow example does not work.

While running osgshadow program application crash with the following stack 
trace -: 



 

   ig4dev32.dll!037cd5b6() 
   [Frames below may be incorrect and/or missing, no symbols loaded for 
 ig4dev32.dll]  
   ig4icd32.dll!0342a535() 
   ig4icd32.dll!035e6d49() 
   opengl32.dll!6103a2f5() 
   opengl32.dll!6103a2a5() 
   opengl32.dll!6103cccd() 
  osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::closeImplementation() 
   Line 696 + 0x12 bytes  C++
   osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::~PixelBufferWin32()  
 Line 480 C++
   osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::`vector deleting 
 destructor'()  + 0x57 bytes  C++
   osg55-osgd.dll!osg::Referenced::unref()  Line 176 + 0x23 bytes  C++
   
 osg55-osgUtild.dll!osg::ref_ptrosg::GraphicsContext::~ref_ptrosg::GraphicsContext()
   Line 33 + 0x24 bytes   C++
   osg55-osgUtild.dll!osgUtil::RenderStage::~RenderStage()  Line 118 + 
 0x4e bytes  C++
   osg55-osgUtild.dll!osgUtil::RenderStage::`vector deleting destructor'() 
  + 0x57 bytes   C++
   osg55-osgd.dll!osg::Referenced::unref()  Line 176 + 0x23 bytes  C++
   
 osg55-osgUtild.dll!osg::ref_ptrosgUtil::RenderStage::~ref_ptrosgUtil::RenderStage()
   Line 33 + 0x24 bytes   C++
   osg55-osgUtild.dll!std::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage ::~pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage ()  + 0x19 bytes C++
   
 osg55-osgUtild.dll!std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node::~_Node()  + 0x19 
 bytesC++
   
 osg55-osgUtild.dll!std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node::`scalar deleting 
 destructor'()  + 0x16 bytes  C++
   
 osg55-osgUtild.dll!std::_Destroystd::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor
  *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 
 ::_Node(std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node * _Ptr=0x01633d30)  
 Line 60   C++
   
 osg55-osgUtild.dll!std::allocatorstd::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor
  *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 
 ::_Node::destroy(std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node * _Ptr=0x01633d30)  
 Line 160 + 0x9 bytesC++
   osg55-osgUtild.dll!std::_Treestd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 
 ::_Erase(std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node * 
 _Rootnode=0x01633d30)  Line 1172  C++
   osg55-osgUtild.dll!std::_Treestd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 
 ::_Erase(std::_Tree_nodstd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::_Node * 
 _Rootnode=0x0162c798)  Line 1170  C++
   osg55-osgUtild.dll!std::_Treestd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::clear()  Line 972
 C++
   osg55-osgUtild.dll!std::_Treestd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 
 ::erase(std::_Treestd::_Tmap_traitsosgUtil::CullVisitor 
 *,osg::ref_ptrosgUtil::RenderStage,std::lessosgUtil::CullVisitor 
 *,std::allocatorstd::pairosgUtil::CullVisitor * 
 const,osg::ref_ptrosgUtil::RenderStage  ,0 ::const_iterator 
 

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Jean-Sébastien Guay

Hello Manish,

After termination of the program , I got following message in the command window :- 




PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev
ice context (DC) handle.

PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32
21684230



How can I solve this problem ? 


Seems to me that your video card / drivers don't support Framebuffer 
Objects, and when osgShadow requests an FBO render-to-texture camera, 
OSG falls back to using pbuffers, and the messages above would suggest 
that your card doesn't support those either.


What hardware are you running this on? We're using osgShadow on a wide 
range of video cards, from nVidia 7xxx line to the most recent GTX 2xx line.


However we know that on most laptop integrated chipsets, we disable 
shadows (by trying to detect if the OpenGL driver supports Framebuffer 
Objects, as well as Fragment and Vertex shaders) because they will 
either run too slow or crash as they do for you. There is currently no 
such detection in osgShadow itself, it's up to the application developer 
to implement it. So the osgShadow example will try to run the same on 
any system, even if the system doesn't support the basic things it needs 
to do its work. This seems to be the case for you, but I'd need more 
information to know for sure.


Hope this helps,

J-S
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Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
Hi,
I have integrated Chipset and no additional 3d graphics card installed .
Is Software rendering is possible ?
If yes then what is that software name ?

Thank you!

Cheers,
manish

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[osg-users] osgShadow - Application crash

2009-12-02 Thread manish Choudhary
Hi, 

Im trying to add shadows to my scene, code taken from osgshadow example but my 
application crash

If I dont set the setShadowTechnique then my application does not crash, but i 
obviously don't get shadows either. Ive tried each of the shadow techniques but 
only Shadow volumes technique . 
Why my application crash while using other shadow technique ?
How can I solve this problem  ?

Thank you!

Cheers,
manish

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Re: [osg-users] osgShadow question

2009-11-11 Thread Wyatt Earp
Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?
W


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, November 09, 2009 1:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow question

Hi Wyatt,

 The fragmentShaderSource_debugHUD and
fragmentShaderSource_debugHUD_texcoord
 shaders listed at the top of the cpp with the other two shaders

Ah, no those are only used if you enable the debug HUD.

J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay

Hi Wyatt,


Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?


You're starting to go into the realm of questions you should be able to 
answer yourself, using the source and trying things out. I can't help 
you with every little detail.


In this case, I think those shaders are only used by the debugHUD 
itself, and so you shouldn't need to modify them even if you enable the 
debugHUD since they should not affect your scene. But I'm not sure, 
check the source to see where they're applied.


J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski

Hi

Debug hud shaders are only used by debug hud to display shadow map. These 
shaders should not bother you at all. They don't affect your scene, scene is 
drawn by mainVertex/mainFragment/shadowVertex/shadowFragment shaders. See 
osgshadow example with following options: -4 --lispsm --debugHUD and see 
what they do.


Wojtek

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Sent: Wednesday, November 11, 2009 8:08 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question


Hi Wyatt,


Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?


You're starting to go into the realm of questions you should be able to 
answer yourself, using the source and trying things out. I can't help you 
with every little detail.


In this case, I think those shaders are only used by the debugHUD itself, 
and so you shouldn't need to modify them even if you enable the debugHUD 
since they should not affect your scene. But I'm not sure, check the 
source to see where they're applied.


J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay

Hi Wojtek,

I'm surprised the magic word to summon Wojtek (shadows) took so much 
time this time! We've been discussing this for a few days now :-)


J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
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