Hi, Dario
0: Ops I was sure these methods are available Thats awkward ommission
considering how old this technique is. We probably should add them. But as
a temporal workoaround you can derive your own class from LispSM and add
proper setter and getter for polygon offset...
1: Yes closed was
Hi
Yes, polygonoffset methods are presents in ShadowMap class only, but I use a
technique derived from StandardShadowMap which redefines the polygonoffset
variables and here we have no methods to set.
However, I've tried polygonoffset tweak and the final result is much better
even if not
Hi, Dario,
LispSM is setup by default to cast shadows using light space backfacing
polygons. That approach works well if models are closed and build with face
culling in mind. If your model does not utilize cull faces (and your truck
looks like that case), all front polygons will cast shadows. So
Hi,
Thanks for your reply. Yes, I see now the polygonoffsetfactor and
polygonoffsetunits variables even if there are no methods to set them (osg
3.0.0), they are setted as attribute camera StateSet because shadow map
generation. I can try to tweak these values in some way. You speaks about two
Hi,
I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final
result is pretty the same.
Code:
GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK);
hummmartifacts don't go away...
Thank you!
Cheers,
Dario
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Hi Dario,
On 27 August 2012 17:13, Dario Minieri para...@cheapnet.it wrote:
I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final
result is pretty the same.
Code:
GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK);
Run the debug shadow view
Hi Dario,
The issue looks like one of depth precision of the shadow map such
that the depth test makes an erroneous judgment about whether the
front surface is in shadow or not, this often is a surface self
shadowing itself. The normal solution is to use a polygon offset in
the shadow map
Hi
Thanks robert for your suggestion, yes this seems the case, the terrain is very
very large. I wiil try your suggestion soon. Thanks! Bye!
robertosfield wrote:
Hi Dario,
The issue looks like one of depth precision of the shadow map such
that the depth test makes an erroneous judgment
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