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From: Linda Lee
Sent: Monday, January 17, 2011 2:42 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shadows in OSG
Hi,
How about learning the way OSG structures the shadow code. I found it
difficult understanding how OSG manage shadow. Could anyone briefly
I suggest looking at StandardShadowMap, MinimalShadowMap and the various
LiSPSM variations; based on my experience with osg 2.8.3 they offer the
most robust implementation of shadows. There is also a debugging mode
that you can enable that renders the depth map which is extremely
useful. As
, January 17, 2011 4:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shadows in OSG
Hi everyone,
I am trying to learn to the detail implementation of shadowing in OSG and
maybe to develop my own shadow technique. Could anyone give some advices on
where I should get started
Hi,
How about learning the way OSG structures the shadow code. I found it
difficult understanding how OSG manage shadow. Could anyone briefly explain
the shadow codes in OSG or is there any way I could learn more on them?
Thank you!
Cheers,
Linda
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Read this topic online
Hi everyone,
I am trying to learn to the detail implementation of shadowing in OSG and maybe
to develop my own shadow technique. Could anyone give some advices on where I
should get started or if there is any online resources that I could start
learning with?
Thank you!
Cheers,
Linda
Hi,
I'm wondering if anyone tried the combination of SoftShadowMap shadows
and osg::Fog. With 2.2.0 and svn I've tried to use it with SoftShadowMap
but that's not working. I suspect that it's not working because of the
shader that's being used, but that's just a guess. ShadowTexture and
Aha, I guessed that, thanks for the confirmation.
So you say that fog should be part of the shadow shader, and not a
separate, extra one. I did not do that much with shaders yet, except for
using the osg-included ones. I cannot have a hierarchy of nodes with
shaders, I guess?
If I cannot have
Hi,
Composing shaders is next to impossible in a general pupose way, each
GLSL Program needs to know all the shaders that contribute to it and
have a main shader that glues them all together.
Ok, I understand, this would be tricky indeed. And again hard-coded in
some (other) way ;-)
I am
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