Hi Community,
any hints or sample how to use this technique? I was not able to find
anything in the rep
Thanks a bunch!
Nick
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Hi,
The osg shadow mapping techniques are interchangeable, as they share a
common base interface.
Note that while a standard Shadow Map will produce some
flickering/artifacting when light sources move, expect some artifacting
from ViewDependentShadowMap also when the camera moves around. For us
Thanks Christian,
Nick
On Thu, Oct 2, 2014 at 1:46 PM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
The osg shadow mapping techniques are interchangeable, as they share a
common base interface.
Note that while a standard Shadow Map will produce some
flickering/artifacting
Me again,
I tried few techniques and so far I was most happy with
the LightSpacePerspectiveShadowMap. However it does not work on databases
with large coordinates (like UTM) and I got few hints from Wojtek L. but
did not helped. Any experience with this someone?
Thanks again
Nick
On Thu, Oct
Hi Robert
Sounds like a good idea to use observers. I just did the following:
- Derived my customized ViewDependentShadowMap class also from Observer.
- override the createViewDependentData method to add this-ptr to CullVisitors
observers
- implemented Observers objectDeleted method to remove
HI Daniel,
The CullVisitor's no matching is an odd one. Any chance it's an issue of
virtual inheritance somewhere along the line. Do you try a dynamic_cast to
CullVistor on the object deleted?
Robert.
On 20 December 2012 08:27, Daniel Schmid daniel.sch...@swiss-simtec.chwrote:
Hi Robert
Hi Robert
I tried with dynamic_cast and also with reinterpret_cast. Both didn't give me
the correct pointer. Could it be that with multiple inheriance it is not
working correctly? CullVisitor is derived from NodeVisitor AND CullStack...
Finally I created my own map of the following type:
Hi Robert, Wang Rui, and all
I discovered a great gpu memory wasting in ViewDependentShadowMap.
I use CompositeViewer with dynamically adding/removing view, and one global
scene graph for all views.
ViewDependentShadowMap uses ViewDependentData to store the shadows etc. These
Data are
HI Daniel,
I'm afraid I don't have the time right now to look into this. It sounds
like osgShadow will need to clean up the ViewDepedentData structures when a
View/CullVisitor is deleted. I'd guess we'd need to introduce a local
observer_ptr or osg::Obsever to catch when the CullVisitor gets
Hi Wang
In your latest submission update, there is the possibility to set splitvalues.
I somehow have a hard time to figure out how to use it.
In my settings I calculate shadows up to 500 m max distance, with two shadows
for my sun-light. Can't I just say that I want a shadowmap going from
10:07
An: OpenSceneGraph Users
Betreff: Re: [osg-users] ViewDependentShadowMap
On 11 April 2012 15:35, Daniel Schmid
daniel.sch...@swiss-simtec.chmailto:daniel.sch...@swiss-simtec.ch wrote:
Hi all
Somehow I feel pretty alone out here working with VDSM...
I have a huge paged terrain, and shadow
On 11 April 2012 15:35, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
Hi all
** **
Somehow I feel pretty alone out here working with VDSM… ** **
I have a huge paged terrain, and shadow looks awesome unless that as soon
as I change my viewpoint (move camera), the shadows start to
Hi all
Somehow I feel pretty alone out here working with VDSM...
I have a huge paged terrain, and shadow looks awesome unless that as soon as I
change my viewpoint (move camera), the shadows start to flicker and fuzz. I
need somehow to limit the shadow distance... similar to MinimalShadowMap
Hi Daniel,
Original VDSM may not work well with huge terrain and city models as I just
tested it some time ago, but I'm too busy these few days. PSSM must be
implemented to allow higher resolution near to the viewer, and
projective/persp aliasing can hardly be removed without more changes to the
Hi Robert-
I built and tested the shiny new ViewDependentShadowMap code yesterday from
trunk (r12877), in the hope that it would alleviate some issues we are seeing
in a large scene with the LispSM technique (which works great most of the time,
but from some camera angles the light source
Hi Robert, hi all,
I'm writing an example for the latest ViewDependentShadowMap feature
and I've already found it good comparing with the standard shadow map
technique, especially when handling with massive shadow casters. But
in my example attached, the cessna who acts as a caster seems to be
Hi Rui,
I tried compiling your example but got the compile error:
14:27: fatal error: CommonFunctions: No such file or directory
It looks to me like I need some additional files.
Robert.
On Mon, Sep 5, 2011 at 8:58 AM, Wang Rui wangra...@gmail.com wrote:
Hi Robert, hi all,
I'm writing
Hi Robert,
Oops, I just forgot to attach my common used functions. Please use the
new source file attached. :-)
Thanks,
Wang Rui
2011/9/5 Robert Osfield robert.osfi...@gmail.com:
Hi Rui,
I tried compiling your example but got the compile error:
14:27: fatal error: CommonFunctions: No
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