Hi all users,
i have brought back my former scene structure,
in order to avoid the overlapping shadow problem
that I have exposed in my previous mail.
As for now I use 4 viewports:
2 shadowviewports with the floorStuff geos
2 stereoufferViewports with the ceilinStuff
Since my last test, things are a bit changed:
All viewports are correctly drawn without shadows,
Even those using a passive background.
If I switch on shadows via
beginEditCP (shvp)
shvp->setShadowOn(true);
endEditCP (shvp)
the geometry of the ceiling (which uses the passiveBackground)
disappear.
It looks like the engine draws the floorStuff with the gradiend background,
Draws the ceiling with the passive background, and then for some reason
draws another time the floor actually erasing the rendered ceiling.
Curious enough if I don't turn on the shadows, but simply set their
intensity to 0, the ceiling reappears.
Well thanks
E.
> -----Messaggio originale-----
> Da: [EMAIL PROTECTED] [mailto:opensg-users-
> [EMAIL PROTECTED] Per conto di Enrico
> Inviato: venerdì 8 dicembre 2006 16.33
> A: [email protected]
> Oggetto: [Opensg-users] R: R: R: R: R: R: Still on remote
> stereoapplication:no right buffer
>
> Hi andreas,
>
> i have tryed your new commit and the stereo
> is working as expected, thanks for your
> support.
>
> I have to report anyway that the shadow problem is
> still present.
>
> Right now my application is set up with a graph like this:
>
> Root
> / \
> FloorLight ceilingLight
> / \
> floorStuff ceilingStuff
>
> the ceiling stuff does not cast shadows on the floor, which
> is what I wanted.
> On the other hand, if I look at some pieces of geometry
> belonging to the ceilingStuff that occlude geometries of the floorStuff,
> the shadows present are drawn on top of all.
>
> As you can see, from the ceiling of the room I can
> see the shadows that the book sheltes cast on the floor
> of the library.
>
>
>
> > -----Messaggio originale-----
> > Da: [EMAIL PROTECTED] [mailto:opensg-users-
> > [EMAIL PROTECTED] Per conto di Enrico
> > Inviato: giovedì 7 dicembre 2006 10.49
> > A: [email protected]
> > Oggetto: [Opensg-users] R: R: R: R: R: Still on remote stereo
> > application:no right buffer
> >
> > My team and i will try that asap
> > and report back!
> >
> > Have a nice day!
> > E.
> >
> > > -----Messaggio originale-----
> > > Da: [EMAIL PROTECTED] [mailto:opensg-users-
> > > [EMAIL PROTECTED] Per conto di Andreas Zieringer
> > > Inviato: giovedì 7 dicembre 2006 10.09
> > > A: [email protected]
> > > Oggetto: Re: [Opensg-users] R: R: R: R: Still on remote stereo
> > > application: no right buffer
> > >
> > > Hi Enrico,
> > >
> > > I fixed a active stereo related bug should work now.
> > >
> > > Andreas
> > >
> > > > Hi Andreas,
> > > >
> > > > i tried your new cvs version,
> > > > but despite I did not change my code,
> > > > it seems that I can't get a stereo viewport anymore:
> > > > just one eye is being drawn on the remote
> > > > server.
> > > >
> > > > I will do some more little test.
> > > >
> > > > Thanks for your time,
> > > > E.
> > > >
> > > >
> > > >>-----Messaggio originale-----
> > > >>Da: [EMAIL PROTECTED] [mailto:opensg-users-
> > > >>[EMAIL PROTECTED] Per conto di Andreas Zieringer
> > > >>Inviato: sabato 2 dicembre 2006 11.17
> > > >>A: [email protected]
> > > >>Oggetto: Re: [Opensg-users] R: R: R: Still on remote stereo
> > application:
> > > >>no right buffer
> > > >>
> > > >>Hi Enrico,
> > > >>
> > > >>can you try it with a current cvs version I made some changes at
> least
> > > >>it gives a nice speed improvement for occluded shadow light sources.
> > > >>
> > > >>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
> > > >>>>>>>>
> > > >>>>>>>>
> > > >>>>>>>>--------------------------------------------------------------
> --
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