Hi Enrico, looks like a limitation of the algorithm right now the advantage is that the shadows work with all kind of materials also your own shaders but in your case the compositing fails. Perhaps I can fix this with some occlusion queries I will try this tomorrow. Another thing I would like to see is a special mode where the ShadowViewport just creates the shadow maps so you could write your own shaders and are free to do whatever you want.
Andreas > Hi there andreas and all osg users: > > After some struggling setting up scene with > stereo, shadows and cluster alltoghether, > I have still a little problem: > > While my indoor scene seen from the inside looks correct, > with nice smooth shadows, if I look at it from on top the > ceiling, I have noticed that the shadows casted from the main > light are visible in "transparece". How is that possible? > > I attach a screenshot of my scene with the point of view > a little higher than the ceiling. I'd expect to see a flat white > surface... > > tahnks > E. > > >>-----Messaggio originale----- >>Da: [EMAIL PROTECTED] [mailto:opensg-users- >>[EMAIL PROTECTED] Per conto di Andreas Zieringer >>Inviato: venerdì 17 novembre 2006 18.26 >>A: [email protected] >>Oggetto: Re: [Opensg-users] R: R: Still on remote stereo application: no >>right buffer >> >>Hi Enrico, >> >>just put the objects that shouldn't cast shadows under a different light >>source and set the shadowIntensity to zero. Don't forget to enable local >>light sources support via renderaction->setLocalLights(true) >> >> L1 (shadowIntensity 0.5) L2 (shadowIntensity 0) >> / \ / >> indoor stuff room >> >>Andreas >> >> >>>Hi Andreas, >>> >>>i made some more tests with my application and here is what I've been >> >>able >> >>>to understand: >>> >>>If I use just the two ShadowViewports with a gradient background all >> >>runs as >> >>>expected. >>> >>>If I set the background to passivebackground, it starts to behave >>>unpredictably (for what I can tell the server does not clean up the >>>depth/color buffers after the rendering). >>> >>>I am using the passive background because I am rendering an indoor scene >> >>and >> >>>so the ceiling stuff must stay in a separate viewport to avoid it from >>>casting shadows (is there a more simple way to avoid it from casting >> >>shadows >> >>>while keeping it in the same viewport with the rest of the scene?) >>> >>>Thanks in advance and good W/e >>>E. >>> >>> >>> >>> >>>>-----Messaggio originale----- >>>>Da: [EMAIL PROTECTED] [mailto:opensg-users- >>>>[EMAIL PROTECTED] Per conto di Andreas Zieringer >>>>Inviato: giovedì 16 novembre 2006 20.41 >>>>A: [email protected] >>>>Oggetto: Re: [Opensg-users] R: Still on remote stereo application: no >>>>right buffer >>>> >>>>Hi Enrico, >>>> >>>>which shadow viewport are you using the old one ShadowMapViewport or the >>>>new much more advanced ShadowViewport? For the new one active and >>>>passive stereo should work. >>>> >>>>Andreas >>>> >>>> >>>> >>>>>After a little debug on my application, >>>>>I narrowed the problem context: >>>>>If I disable the shadows of the viewports with >>>>> >>>>>m_pMainShVprt->setShadowOn(false); >>>>>m_pMainShVprtRight->setShadowOn(false); >>>>> >>>>>both the stereo buffers are drawn correctly. >>>>>If I turn on either of them the problem reappears. >>>>>Does anyone has come across this issue before? >>>>> >>>>>I gave a quick look at the shadowviewport code >>>>>And from what I can tell if shadows are disabled, >>>>>The scene is rendered like the viewport was a >>>>>simple StereoBufferViewport.. >>>>> >>>>>thanks >>>>>E. >>>>> >>>>> >>>>> >>>>> >>>>>>-----Messaggio originale----- >>>>>>Da: [EMAIL PROTECTED] [mailto:opensg-users- >>>>>>[EMAIL PROTECTED] Per conto di Enrico >>>>>>Inviato: giovedì 16 novembre 2006 11.47 >>>>>>A: [email protected] >>>>>>Oggetto: [Opensg-users] Still on remote stereo application: no right >>>>>>buffer >>>>>> >>>>>>Hi openSg folks, >>>>>> >>>>>>i managed to build the two points of my >>>>>>client server application. >>>>>>My final objective is having the client >>>>>>dispatching commands to a single server >>>>>>rendering in quad buffer stereo. >>>>>> >>>>>>I set up the scene as usual, >>>>>>Using two shadowVieports, >>>>>>one with the left buffer enabled, >>>>>>the other with the right one enabled. >>>>>>I added the 2 viewports to the MultiDisplayWindow >>>>>>and set the glut server to do stereo, >>>>>>with a simple glutInitDisplayMode( GLUT_RGB | >>>>>>GLUT_DEPTH | GLUT_DOUBLE | GLUT_STEREO); >>>>>> >>>>>>The problem is that the remote right buffer is not used. >>>>>>All I can see in the right channel is black (while the left >>>>>>eye flicker correctly). Are there any particular commands >>>>>>I shall issue to the remote renderAction or to the >>>>>>MultiDisplayWindow to make my applications run with >>>>>>Stereo? >>>>>> >>>>>>Thanks a lot >>>>>>Enrico >>>>>> >>>>>> >>>>>>---------------------------------------------------------------------- >> >>- >> >>>>-- >>>> >>>> >>>>>>Take Surveys. Earn Cash. Influence the Future of IT >>>>>>Join SourceForge.net's Techsay panel and you'll get the chance to >> >>share >> >>>>>>your >>>>>>opinions on IT & business topics through brief surveys - and earn cash >>>>>> >>>> >>>>http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDE >> >>V >> >>>>>>_______________________________________________ >>>>>>Opensg-users mailing list >>>>>>[email protected] >>>>>>https://lists.sourceforge.net/lists/listinfo/opensg-users >>>>> >>>>> >>>>> >>>>>----------------------------------------------------------------------- >> >>- >> >>>>- >>>> >>>> >>>>>Take Surveys. Earn Cash. 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